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https://github.com/dhewm/dhewm3-sdk.git
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Fix more stuff
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parent
1e694cddd6
commit
7b3a83af74
7 changed files with 13 additions and 9 deletions
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@ -34,6 +34,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "Game_local.h"
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#include "Moveable.h"
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#include "Projectile.h"
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#include "SmokeParticles.h"
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/*
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===============================================================================
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@ -417,14 +418,13 @@ void idMoveable::Killed( idEntity *inflictor, idEntity *attacker, int damage, co
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gameLocal.Error( "'projectile_debris' is not an idDebris" );
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}
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debris = static_cast<idDebris *>(ent);
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debris = static_cast<idDebris *>( ent );
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debris->randomPosInBounds = true;
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debris->randomPosEnt = this;
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debris->Create( this, physicsObj.GetOrigin(), dir.ToMat3() );
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debris->Launch();
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debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
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debris->UpdateVisuals();
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}
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kv = spawnArgs.MatchPrefix( "def_debris", kv );
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}
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@ -39,6 +39,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "PlayerIcon.h"
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#include "GameEdit.h"
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#include "Moveable.h"
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#include "Mover.h"
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class idAI;
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@ -461,7 +462,7 @@ public:
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int Belt2Index(int belt_index); // translate an artitfacts position on the belt to it'sArtifactItem[] index.
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// HEXEN : Zeroth
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bool StuckToSurface( void );
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/*virtual*/ bool StuckToSurface( void );
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void SpawnHellions( void );
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void UpdateHudAutoMap( void );
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void AutoMapChange( idStr mapFloor );
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@ -33,6 +33,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "physics/Force_Constant.h"
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#include "Entity.h"
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#include "Game_local.h"
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#include "Moveable.h"
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/*
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@ -959,7 +959,7 @@ idTrigger_Hurt::Save
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void idTrigger_Hurt::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( on );
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savefile->WriteFloat( delay );
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savefile->WriteInt( nextTime.Num() );
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savefile->WriteInt( (int &) nextTime );
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}
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/*
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@ -970,7 +970,7 @@ idTrigger_Hurt::Restore
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void idTrigger_Hurt::Restore( idRestoreGame *savefile ) {
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savefile->ReadBool( on );
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savefile->ReadFloat( delay );
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savefile->ReadInt( nextTime );
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savefile->ReadInt( (int &) nextTime );
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}
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/*
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@ -996,7 +996,7 @@ idTrigger_Hurt::Event_Touch
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void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
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const char *damage;
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if ( on && other && gameLocal.time >= nextTime ) {
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if ( on && other && gameLocal.time >= (int &) nextTime ) {
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damage = spawnArgs.GetString( "def_damage", "damage_painTrigger" );
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other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT, trace->c.point );
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@ -149,10 +149,10 @@ void idAI_Golem::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &
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}
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if ( !inflictor ) {
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inflictor = gameLocal.world;
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inflictor = (idEntity *) gameLocal.world;
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}
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if ( !attacker ) {
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attacker = gameLocal.world;
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attacker = (idEntity *) gameLocal.world;
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}
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const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
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@ -28,6 +28,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "sys/platform.h"
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#include "gamesys/SysCvar.h"
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#include "Actor.h"
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#include "Entity.h"
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#include "physics/Physics_Player.h"
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@ -1433,7 +1434,7 @@ void idPhysics_Player::EvalGravity( void ) {
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idVec3 curGrav = gravityVector;
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float curTime = MS2SEC( gameLocal.realClientTime );
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if ( TransitionToGravity != idVec3(0,0,0) && GetGravityNormal() != TransitionToGravity && nextTransition < curTime ) {
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if ( TransitionToGravity != idVec3( 0, 0, 0 ) && GetGravityNormal() != TransitionToGravity && nextTransition < curTime ) {
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double gravAmount = sqrt( curGrav.x * curGrav.x + curGrav.y * curGrav.y + curGrav.z * curGrav.z );
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idVec3 gravDir = TransitionToGravity * curTransition +
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TransitionFromGravity * ( transitions - curTransition );
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@ -32,6 +32,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "../gamesys/SysCvar.h"
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#include "../Player.h"
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#include "../Camera.h"
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#include "../SmokeParticles.h"
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#include "Script_Thread.h"
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