mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-27 22:42:29 +00:00
- added gravity property to UDMF things. Positive values are multiplied with the class's gravity property, negative values are used as their absolute.
This commit is contained in:
parent
5d0369d4ed
commit
0a258f95ea
6 changed files with 16 additions and 0 deletions
|
@ -204,6 +204,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
// Parameter is the conversation ID, 0 meaning none.
|
||||
countsecret = <bool>; // Picking up this actor counts as a secret.
|
||||
arg0str = <string>; // Alternate string-based version of arg0
|
||||
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
|
||||
// negative values are used as their absolute. Default = 1.0.
|
||||
|
||||
* Note about arg0str
|
||||
|
||||
|
|
|
@ -342,6 +342,7 @@ struct FMapThing
|
|||
int special;
|
||||
int args[5];
|
||||
int Conversation;
|
||||
fixed_t gravity;
|
||||
|
||||
void Serialize (FArchive &);
|
||||
};
|
||||
|
|
|
@ -698,6 +698,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
|
|||
mapthings[count].SkillFilter = 0xffff;
|
||||
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
|
||||
mapthings[count].special = 0;
|
||||
mapthings[count].gravity = FRACUNIT;
|
||||
|
||||
if (xsprites != NULL && sprites[i].lotag == 710)
|
||||
{ // Blood ambient sound
|
||||
|
|
|
@ -4712,6 +4712,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
mobj->SpawnPoint[2] = mthing->z;
|
||||
mobj->SpawnAngle = mthing->angle;
|
||||
mobj->SpawnFlags = mthing->flags;
|
||||
if (mthing->gravity < 0) mobj->gravity = -mthing->gravity;
|
||||
else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
|
||||
else mobj->flags &= ~MF_NOGRAVITY;
|
||||
|
||||
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
|
||||
|
||||
if (!(mobj->flags2 & MF2_ARGSDEFINED))
|
||||
|
|
|
@ -1750,6 +1750,7 @@ void P_LoadThings (MapData * map)
|
|||
|
||||
memset (&mti[i], 0, sizeof(mti[i]));
|
||||
|
||||
mti[i].gravity = FRACUNIT;
|
||||
mti[i].Conversation = 0;
|
||||
mti[i].SkillFilter = MakeSkill(flags);
|
||||
mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
|
||||
|
@ -1825,6 +1826,7 @@ void P_LoadThings2 (MapData * map)
|
|||
mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
|
||||
mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
|
||||
mti[i].Conversation = 0;
|
||||
mti[i].gravity = FRACUNIT;
|
||||
}
|
||||
delete[] mtp;
|
||||
}
|
||||
|
|
|
@ -475,6 +475,7 @@ public:
|
|||
FString arg0str, arg1str;
|
||||
|
||||
memset(th, 0, sizeof(*th));
|
||||
th->gravity = FRACUNIT;
|
||||
sc.MustGetToken('{');
|
||||
while (!sc.CheckToken('}'))
|
||||
{
|
||||
|
@ -515,6 +516,11 @@ public:
|
|||
th->special = CheckInt(key);
|
||||
break;
|
||||
|
||||
case NAME_Gravity:
|
||||
CHECK_N(Zd | Zdt)
|
||||
th->gravity = CheckFixed(key);
|
||||
break;
|
||||
|
||||
case NAME_Arg0:
|
||||
case NAME_Arg1:
|
||||
case NAME_Arg2:
|
||||
|
|
Loading…
Reference in a new issue