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- Fixed: Dead players didn't get the MF_CORPSE flag set.
- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. SVN r1052 (trunk)
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8 changed files with 16 additions and 6 deletions
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@ -1,3 +1,10 @@
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June 28, 2008 (Changes by Graf Zahl)
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- Fixed: Dead players didn't get the MF_CORPSE flag set.
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- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
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settings.
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- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
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- fixed: Heretic's mace did not have its spawn ID set.
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June 26, 2008
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- For controls that are not bound, the customize controls menu now displays
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a black --- instead of ???.
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@ -19,7 +19,7 @@ DEFINE_SPECIAL(StartConversation, 18, 1, 2)
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DEFINE_SPECIAL(Thing_Stop, 19, 1, 1)
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DEFINE_SPECIAL(Floor_LowerByValue, 20, 3, 3)
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DEFINE_SPECIAL(Floor_LowerToLowest, 21, 2, 2)
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DEFINE_SPECIAL(Floor_LowerToNearest, 22, 3, 3)
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DEFINE_SPECIAL(Floor_LowerToNearest, 22, 2, 2)
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DEFINE_SPECIAL(Floor_RaiseByValue, 23, 3, 3)
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DEFINE_SPECIAL(Floor_RaiseToHighest, 24, 2, 2)
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DEFINE_SPECIAL(Floor_RaiseToNearest, 25, 2, 2)
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@ -81,7 +81,7 @@ FState AActivatedTimeBomb::States[] =
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S_BRIGHT (XPL1, 'F', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AActivatedTimeBomb, Heretic, -1, 72)
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IMPLEMENT_ACTOR (AActivatedTimeBomb, Heretic, -1, 0)
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PROP_Flags (MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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@ -872,7 +872,7 @@ BEGIN_DEFAULTS (AMace, Heretic, -1, 0)
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PROP_Inventory_PickupMessage("$TXT_WPNMACE")
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 0)
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IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 31)
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PROP_Weapon_Flags (WIF_POWERED_UP|WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE)
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PROP_Weapon_AmmoUse1 (USE_MACE_AMMO_2)
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PROP_Weapon_AmmoGive1 (0)
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@ -147,7 +147,7 @@ struct FOptionalMapinfoData
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FOptionalMapinfoData *Next;
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FName identifier;
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FOptionalMapinfoData() { Next = NULL; identifier = NAME_None; }
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virtual ~FOptionalMapinfoData() = 0;
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virtual ~FOptionalMapinfoData() {}
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virtual FOptionalMapinfoData *Clone() const = 0;
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};
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@ -2122,6 +2122,9 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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if (raisestate == NULL)
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continue; // monster doesn't have a raise state
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if (corpsehit->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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continue; // do not resurrect players
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// use the current actor's radius instead of the Arch Vile's default.
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fixed_t maxdist = corpsehit->GetDefault()->radius + self->radius;
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@ -388,7 +388,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
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flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
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if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
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flags |= MF_DROPOFF;
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if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL)
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if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{ // [RH] Only monsters get to be corpses.
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// Objects with a raise state should get the flag as well so they can
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// be revived by an Arch-Vile. Batman Doom needs this.
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@ -739,7 +739,7 @@ static bool CheckNumParm(FScanner &sc)
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}
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else
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{
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return !!sc.CheckNumber();
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return sc.CheckNumber();
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}
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}
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