backwards compat

This commit is contained in:
Jaime Passos 2020-01-17 16:11:17 -03:00
parent 7adc108a2a
commit 999094f2f6

View file

@ -9427,7 +9427,7 @@ struct {
{"SH_FORCE",SH_FORCE}, {"SH_FORCE",SH_FORCE},
{"SH_FORCEHP",SH_FORCEHP}, // to be used as a bitmask only {"SH_FORCEHP",SH_FORCEHP}, // to be used as a bitmask only
// Mostly for use with Mario mode. // Mostly for use with Mario mode.
{"SH_FIREFLOWER", SH_FIREFLOWER}, {"SH_FIREFLOWER",SH_FIREFLOWER},
{"SH_STACK",SH_STACK}, {"SH_STACK",SH_STACK},
{"SH_NOSTACK",SH_NOSTACK}, {"SH_NOSTACK",SH_NOSTACK},
@ -9442,7 +9442,7 @@ struct {
{"CR_ROPEHANG",CR_ROPEHANG}, {"CR_ROPEHANG",CR_ROPEHANG},
{"CR_MACESPIN",CR_MACESPIN}, {"CR_MACESPIN",CR_MACESPIN},
{"CR_MINECART",CR_MINECART}, {"CR_MINECART",CR_MINECART},
{"CR_ROLLOUT", CR_ROLLOUT}, {"CR_ROLLOUT",CR_ROLLOUT},
{"CR_PTERABYTE",CR_PTERABYTE}, {"CR_PTERABYTE",CR_PTERABYTE},
// Ring weapons (ringweapons_t) // Ring weapons (ringweapons_t)
@ -9609,7 +9609,7 @@ struct {
{"NUM_WEAPONS",NUM_WEAPONS}, {"NUM_WEAPONS",NUM_WEAPONS},
// Value for infinite lives // Value for infinite lives
{"INFLIVES", INFLIVES}, {"INFLIVES",INFLIVES},
// Got Flags, for player->gotflag! // Got Flags, for player->gotflag!
// Used to be MF_ for some stupid reason, now they're GF_ to stop them looking like mobjflags // Used to be MF_ for some stupid reason, now they're GF_ to stop them looking like mobjflags
@ -9671,9 +9671,10 @@ struct {
{"FF_PLATFORM",FF_PLATFORM}, ///< You can jump up through this to the top. {"FF_PLATFORM",FF_PLATFORM}, ///< You can jump up through this to the top.
{"FF_REVERSEPLATFORM",FF_REVERSEPLATFORM}, ///< A fall-through floor in normal gravity, a platform in reverse gravity. {"FF_REVERSEPLATFORM",FF_REVERSEPLATFORM}, ///< A fall-through floor in normal gravity, a platform in reverse gravity.
{"FF_INTANGIBLEFLATS",FF_INTANGIBLEFLATS}, ///< Both flats are intangible, but the sides are still solid. {"FF_INTANGIBLEFLATS",FF_INTANGIBLEFLATS}, ///< Both flats are intangible, but the sides are still solid.
{"FF_INTANGABLEFLATS",FF_INTANGIBLEFLATS}, ///< Both flats are intangable, but the sides are still solid.
{"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Bustable on mere touch. {"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Bustable on mere touch.
{"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames. {"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames.
{"FF_STRONGBUST",FF_STRONGBUST }, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee). {"FF_STRONGBUST",FF_STRONGBUST}, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee).
{"FF_RIPPLE",FF_RIPPLE}, ///< Ripple the flats {"FF_RIPPLE",FF_RIPPLE}, ///< Ripple the flats
{"FF_COLORMAPONLY",FF_COLORMAPONLY}, ///< Only copy the colormap, not the lightlevel {"FF_COLORMAPONLY",FF_COLORMAPONLY}, ///< Only copy the colormap, not the lightlevel
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop. {"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.