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Asset Fixes
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parent
7a66df5945
commit
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3 changed files with 28 additions and 22 deletions
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@ -985,6 +985,7 @@ idAFEntity_Gibbable::idAFEntity_Gibbable( void ) {
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skeletonModel = NULL;
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skeletonModel = NULL;
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skeletonModelDefHandle = -1;
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skeletonModelDefHandle = -1;
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gibbed = false;
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gibbed = false;
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wasThrown = false;
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}
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}
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/*
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/*
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@ -1007,6 +1008,7 @@ idAFEntity_Gibbable::Save
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void idAFEntity_Gibbable::Save( idSaveGame *savefile ) const {
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void idAFEntity_Gibbable::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( gibbed );
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savefile->WriteBool( gibbed );
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savefile->WriteBool( combatModel != NULL );
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savefile->WriteBool( combatModel != NULL );
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savefile->WriteBool( wasThrown );
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}
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}
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/*
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/*
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@ -1019,6 +1021,7 @@ void idAFEntity_Gibbable::Restore( idRestoreGame *savefile ) {
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savefile->ReadBool( gibbed );
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savefile->ReadBool( gibbed );
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savefile->ReadBool( hasCombatModel );
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savefile->ReadBool( hasCombatModel );
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savefile->ReadBool( wasThrown );
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InitSkeletonModel();
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InitSkeletonModel();
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@ -1037,6 +1040,7 @@ void idAFEntity_Gibbable::Spawn( void ) {
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InitSkeletonModel();
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InitSkeletonModel();
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gibbed = false;
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gibbed = false;
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wasThrown = false;
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}
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}
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/*
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/*
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@ -1232,6 +1236,9 @@ void idAFEntity_Gibbable::Gib( const idVec3 &dir, const char *damageDefName ) {
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return;
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return;
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}
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}
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// Don't grab this ent after it's been gibbed (and now invisible!)
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noGrab = true;
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const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
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const idDict *damageDef = gameLocal.FindEntityDefDict( damageDefName );
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if ( !damageDef ) {
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if ( !damageDef ) {
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gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
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gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
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@ -273,30 +273,29 @@ typedef enum {
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} materialFlags_t;
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} materialFlags_t;
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// contents flags, NOTE: make sure to keep the defines in doom_defs.script up to date with these!
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// contents flags, NOTE: make sure to keep the defines in doom_defs.script up to date with these!
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typedef enum
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typedef enum {
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{
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CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid
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CONTENTS_SOLID = BIT( 0 ), // an eye is never valid in a solid
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CONTENTS_OPAQUE = BIT(1), // blocks visibility (for ai)
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CONTENTS_OPAQUE = BIT( 1 ), // blocks visibility (for ai)
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CONTENTS_WATER = BIT(2), // used for water
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CONTENTS_WATER = BIT( 2 ), // used for water
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CONTENTS_PLAYERCLIP = BIT(3), // solid to players
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CONTENTS_PLAYERCLIP = BIT( 3 ), // solid to players
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CONTENTS_MONSTERCLIP = BIT(4), // solid to monsters
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CONTENTS_MONSTERCLIP = BIT( 4 ), // solid to monsters
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CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities
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CONTENTS_MOVEABLECLIP = BIT( 5 ), // solid to moveable entities
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CONTENTS_IKCLIP = BIT(6), // solid to IK
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CONTENTS_IKCLIP = BIT( 6 ), // solid to IK
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CONTENTS_BLOOD = BIT(7), // used to detect blood decals
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CONTENTS_BLOOD = BIT( 7 ), // used to detect blood decals
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CONTENTS_BODY = BIT(8), // used for actors
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CONTENTS_BODY = BIT( 8 ), // used for actors
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CONTENTS_PROJECTILE = BIT(9), // used for projectiles
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CONTENTS_PROJECTILE = BIT( 9 ), // used for projectiles
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CONTENTS_CORPSE = BIT(10), // used for dead bodies
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CONTENTS_CORPSE = BIT( 10 ), // used for dead bodies
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CONTENTS_RENDERMODEL = BIT(11), // used for render models for collision detection
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CONTENTS_RENDERMODEL = BIT( 11 ), // used for render models for collision detection
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CONTENTS_TRIGGER = BIT(12), // used for triggers
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CONTENTS_TRIGGER = BIT( 12 ), // used for triggers
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CONTENTS_AAS_SOLID = BIT(13), // solid for AAS
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CONTENTS_AAS_SOLID = BIT( 13 ), // solid for AAS
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CONTENTS_AAS_OBSTACLE = BIT(14), // used to compile an obstacle into AAS that can be enabled/disabled
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CONTENTS_AAS_OBSTACLE = BIT( 14 ), // used to compile an obstacle into AAS that can be enabled/disabled
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CONTENTS_FLASHLIGHT_TRIGGER = BIT(15), // used for triggers that are activated by the flashlight
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CONTENTS_FLASHLIGHT_TRIGGER = BIT( 15 ), // used for triggers that are activated by the flashlight
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// contents used by utils
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// contents used by utils
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CONTENTS_AREAPORTAL = BIT( 20 ), // portal separating renderer areas
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CONTENTS_AREAPORTAL = BIT(20), // portal separating renderer areas
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CONTENTS_NOCSG = BIT( 21 ), // don't cut this brush with CSG operations in the editor
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CONTENTS_NOCSG = BIT(21), // don't cut this brush with CSG operations in the editor
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CONTENTS_REMOVE_UTIL = (int)(~( CONTENTS_AREAPORTAL | CONTENTS_NOCSG ))
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CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL|CONTENTS_NOCSG)
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} contentsFlags_t;
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} contentsFlags_t;
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// surface types
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// surface types
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