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https://github.com/ZDoom/gzdoom-gles.git
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- added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039) sets the fog color. - added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally enable or disable fast movement logic, regardless of skill settings. - added an abstraction layer for skill related settings. This is a preparation for implementing custom skill definitions but right now all it does is returning the original values but keeping the related information all in one place SVN r557 (trunk)
This commit is contained in:
parent
ab9a6623fd
commit
170b633e91
19 changed files with 185 additions and 104 deletions
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@ -1,3 +1,14 @@
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October 29, 2007 (Changes by Graf Zahl)
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- added two new things which can set a sector's color without the need of tags
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or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
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sets the fog color.
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- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
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enable or disable fast movement logic, regardless of skill settings.
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- added an abstraction layer for skill related settings. This is a preparation
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for implementing custom skill definitions but right now all it does is
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returning the original values but keeping the related information all in one
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place
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October 28, 2007 (Changes by Graf Zahl)
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- Fixed: The pointer cleanup code must also check a sector's sky box pointers.
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@ -291,6 +291,8 @@ enum
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MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
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MF5_USESPECIAL = 0x00002000, // Actor executes its special when being 'used'.
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MF5_NOPAIN = 0x00004000, // If set the pain state won't be entered
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MF5_ALWAYSFAST = 0x00008000, // always uses 'fast' attacking logic
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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// --- mobj.renderflags ---
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@ -757,6 +759,7 @@ public:
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bool SetState (FState *newstate);
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bool SetStateNF (FState *newstate);
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virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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bool isFast();
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FState *FindState (FName label) const;
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FState *FindState (FName label, FName sublabel, bool exact = false) const;
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@ -79,7 +79,7 @@ CCMD (toggleconsole)
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bool CheckCheatmode ()
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{
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if (((gameskill == sk_nightmare) || netgame || deathmatch) && (!sv_cheats))
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if ((G_SkillProperty(SKILLP_DisableCheats) || netgame || deathmatch) && (!sv_cheats))
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{
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Printf ("sv_cheats must be true to enable this command.\n");
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return true;
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@ -230,7 +230,7 @@ CCMD (chase)
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}
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else
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{
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if (deathmatch && CheckCheatmode ())
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if (gamestate == GS_LEVEL && deathmatch && CheckCheatmode ())
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return;
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Net_WriteByte (DEM_GENERICCHEAT);
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@ -76,9 +76,6 @@ extern bool autostart;
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EXTERN_CVAR (Int, gameskill);
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extern int NextSkill; // [RH] Skill to use at next level load
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// Nightmare mode flag, single player.
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extern int respawnmonsters;
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// Netgame? Only true if >1 player.
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extern bool netgame;
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@ -339,7 +339,7 @@ ABossTarget *DBrainState::GetTarget ()
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{
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Easy = !Easy;
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if (gameskill <= sk_easy && !Easy)
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if (G_SkillProperty(SKILLP_EasyBossBrain) && !Easy)
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return NULL;
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ABossTarget *target;
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@ -106,7 +106,6 @@ CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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gameaction_t gameaction;
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gamestate_t gamestate = GS_STARTUP;
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int respawnmonsters;
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int paused;
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bool sendpause; // send a pause event next tic
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@ -1549,23 +1549,8 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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}
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delete map;
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if (dmflags & DF_MONSTERS_RESPAWN)
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{
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respawnmonsters = TICRATE;
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}
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else if (gameinfo.gametype & (GAME_Doom|GAME_Strife) && gameskill == sk_nightmare)
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{
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respawnmonsters = TICRATE;
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}
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else
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{
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respawnmonsters = 0;
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}
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// Monsters wait longer before respawning in Strife.
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respawnmonsters *= gameinfo.gametype != GAME_Strife ? 12 : 16;
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oldSpeed = GameSpeed;
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wantFast = (dmflags & DF_FAST_MONSTERS) || (gameskill == sk_nightmare);
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wantFast = !!G_SkillProperty(SKILLP_FastMonsters);
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GameSpeed = wantFast ? SPEED_Fast : SPEED_Normal;
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if (oldSpeed != GameSpeed)
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@ -3028,3 +3013,54 @@ static void InitPlayerClasses ()
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}
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}
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}
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int G_SkillProperty(ESkillProperty prop)
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{
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switch(prop)
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{
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case SKILLP_AmmoFactor:
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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return FRACUNIT;
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else
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return FRACUNIT*3/2;
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}
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return FRACUNIT;
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case SKILLP_DamageFactor:
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if (gameskill == sk_baby) return FRACUNIT/2;
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return FRACUNIT;
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case SKILLP_FastMonsters:
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return (gameskill == sk_nightmare || (dmflags & DF_FAST_MONSTERS));
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case SKILLP_Respawn:
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if (dmflags & DF_MONSTERS_RESPAWN ||
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gameinfo.gametype & (GAME_DoomStrife) && gameskill == sk_nightmare)
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{
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return TICRATE * (gameinfo.gametype != GAME_Strife ? 12 : 16);
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}
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else
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{
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return 0;
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}
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case SKILLP_Aggressiveness:
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return FRACUNIT;
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case SKILLP_DisableCheats:
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return gameskill == sk_nightmare;
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case SKILLP_AutoUseHealth:
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return gameskill == sk_baby;
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case SKILLP_EasyBossBrain:
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return gameskill == sk_baby;
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case SKILLP_SpawnFilter:
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return gameskill <= sk_easy? MTF_EASY : gameskill == sk_medium? MTF_NORMAL : MTF_HARD;
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}
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return 0;
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}
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@ -354,4 +354,19 @@ struct PNGHandle;
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void G_ReadSnapshots (PNGHandle *png);
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void G_WriteSnapshots (FILE *file);
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enum ESkillProperty
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{
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SKILLP_AmmoFactor,
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SKILLP_DamageFactor,
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SKILLP_FastMonsters,
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SKILLP_Respawn,
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SKILLP_Aggressiveness,
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SKILLP_DisableCheats,
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SKILLP_AutoUseHealth,
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SKILLP_SpawnFilter,
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SKILLP_EasyBossBrain,
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};
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int G_SkillProperty(ESkillProperty prop);
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#endif //__G_LEVEL_H__
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@ -79,13 +79,7 @@ bool AAmmo::HandlePickup (AInventory *item)
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if (!(item->ItemFlags&IF_IGNORESKILL))
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{
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// extra ammo in baby mode and nightmare mode
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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receiving += receiving;
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else
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receiving += receiving >> 1;
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}
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receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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Amount += receiving;
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@ -138,13 +132,7 @@ AInventory *AAmmo::CreateCopy (AActor *other)
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount <<= 1;
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else
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amount += amount >> 1;
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}
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo))
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@ -1517,13 +1505,7 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount <<= 1;
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else
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amount += amount >> 1;
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}
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (ammo == NULL)
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{ // The player did not have the ammo. Add it.
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@ -1578,13 +1560,7 @@ bool ABackpackItem::HandlePickup (AInventory *item)
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// extra ammo in baby mode and nightmare mode
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if (!(item->ItemFlags&IF_IGNORESKILL))
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{
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount <<= 1;
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else
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amount += amount >> 1;
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}
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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probe->Amount += amount;
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if (probe->Amount > probe->MaxAmount)
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42
src/g_shared/a_setcolor.cpp
Normal file
42
src/g_shared/a_setcolor.cpp
Normal file
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#include "r_defs.h"
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#include "actor.h"
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#include "info.h"
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class AColorSetter : public AActor
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{
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DECLARE_STATELESS_ACTOR(AColorSetter, AActor)
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void PostBeginPlay()
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{
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Super::PostBeginPlay();
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Sector->SetColor(args[0], args[1], args[2], args[3]);
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Destroy();
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}
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};
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IMPLEMENT_STATELESS_ACTOR(AColorSetter, Any, 9038, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags3 (MF3_DONTSPLASH)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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class AFadeSetter : public AActor
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{
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DECLARE_STATELESS_ACTOR(AFadeSetter, AActor)
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void PostBeginPlay()
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{
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Super::PostBeginPlay();
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Sector->SetFade(args[0], args[1], args[2]);
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Destroy();
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}
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};
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IMPLEMENT_STATELESS_ACTOR(AFadeSetter, Any, 9039, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags3 (MF3_DONTSPLASH)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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@ -257,13 +257,7 @@ AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
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// extra ammo in baby mode and nightmare mode
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if (!(this->ItemFlags&IF_IGNORESKILL))
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{
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount += amount;
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else
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amount += amount >> 1;
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}
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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ammo = static_cast<AAmmo *>(other->FindInventory (ammotype));
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if (ammo == NULL)
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@ -298,13 +292,7 @@ bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount += amount;
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else
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amount += amount >> 1;
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}
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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ammo->Amount += amount;
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if (ammo->Amount > ammo->MaxAmount)
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@ -331,7 +331,8 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3;
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return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, MinMissileChance);
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int mmc = FixedMul(MinMissileChance, G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, mmc);
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}
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//=============================================================================
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@ -1804,8 +1805,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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}
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}
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if (nightmarefast &&
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(gameskill == sk_nightmare || (dmflags & DF_FAST_MONSTERS)))
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if (nightmarefast && G_SkillProperty(SKILLP_FastMonsters))
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{ // Monsters move faster in nightmare mode
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actor->tics -= actor->tics / 2;
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if (actor->tics < 3)
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@ -1897,7 +1897,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (actor->flags & MF_JUSTATTACKED)
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{
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actor->flags &= ~MF_JUSTATTACKED;
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if ((gameskill != sk_nightmare) && !(dmflags & DF_FAST_MONSTERS))
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if (!actor->isFast())
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{
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P_NewChaseDir (actor);
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}
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@ -2009,8 +2009,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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// check for missile attack
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if (missilestate)
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{
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if (gameskill < sk_nightmare
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&& actor->movecount && !(dmflags & DF_FAST_MONSTERS))
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if (!actor->isFast() && actor->movecount)
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{
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goto nomissile;
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}
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|
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@ -687,7 +687,9 @@ void P_AutoUseHealth(player_t *player, int saveHealth)
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normalAmount = normalItem != NULL ? normalItem->Amount : 0;
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superAmount = superItem != NULL ? superItem->Amount : 0;
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if ((gameskill == sk_baby) && (normalAmount*25 >= saveHealth))
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bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
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if (skilluse && (normalAmount*25 >= saveHealth))
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{ // Use quartz flasks
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count = (saveHealth+24)/25;
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for(i = 0; i < count; i++)
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|
@ -713,7 +715,7 @@ void P_AutoUseHealth(player_t *player, int saveHealth)
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}
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}
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}
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else if ((gameskill == sk_baby)
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else if (skilluse
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&& (superAmount*100+normalAmount*25 >= saveHealth))
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{ // Use mystic urns and quartz flasks
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count = (saveHealth+24)/25;
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|
@ -861,13 +863,10 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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player = target->player;
|
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if (player && gameskill == sk_baby)
|
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if (player && damage > 1)
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{
|
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// Take half damage in trainer mode
|
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if (damage > 1)
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{
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damage >>= 1;
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}
|
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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}
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// Special damage types
|
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if (inflictor)
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|
@ -1041,7 +1040,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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}
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if (damage >= player->health
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&& ((gameskill == sk_baby) || deathmatch)
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&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
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&& !player->morphTics)
|
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{ // Try to use some inventory health
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||||
P_AutoUseHealth (player, damage - player->health + 1);
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|
@ -1324,10 +1323,10 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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|||
{ // target is invulnerable
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||||
return;
|
||||
}
|
||||
if (player && gameskill == sk_baby)
|
||||
if (player)
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||||
{
|
||||
// Take half damage in trainer mode
|
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damage >>= 1;
|
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damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
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}
|
||||
if(damage < 1000 && ((player->cheats&CF_GODMODE)
|
||||
|| (player->mo->flags2 & MF2_INVULNERABLE)))
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||||
|
@ -1335,7 +1334,7 @@ void P_PoisonDamage (player_t *player, AActor *source, int damage,
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|||
return;
|
||||
}
|
||||
if (damage >= player->health
|
||||
&& ((gameskill == sk_baby) || deathmatch)
|
||||
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
||||
&& !player->morphTics)
|
||||
{ // Try to use some inventory health
|
||||
P_AutoUseHealth (player, damage - player->health+1);
|
||||
|
|
|
@ -2033,11 +2033,10 @@ FUNC(LS_Sector_SetColor)
|
|||
// Sector_SetColor (tag, r, g, b, desaturate)
|
||||
{
|
||||
int secnum = -1;
|
||||
PalEntry color = PalEntry (arg1, arg2, arg3);
|
||||
|
||||
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
||||
{
|
||||
sectors[secnum].ColorMap = GetSpecialLights (color, sectors[secnum].ColorMap->Fade, arg4);
|
||||
sectors[secnum].SetColor(arg1, arg2, arg3, arg4);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -2047,11 +2046,10 @@ FUNC(LS_Sector_SetFade)
|
|||
// Sector_SetFade (tag, r, g, b)
|
||||
{
|
||||
int secnum = -1;
|
||||
PalEntry fade = PalEntry (arg1, arg2, arg3);
|
||||
|
||||
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
||||
{
|
||||
sectors[secnum].ColorMap = GetSpecialLights (sectors[secnum].ColorMap->Color, fade, sectors[secnum].ColorMap->Desaturate);
|
||||
sectors[secnum].SetFade(arg1, arg2, arg3);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -467,7 +467,7 @@ int AActor::GetTics(FState * newstate)
|
|||
{
|
||||
int tics = newstate->GetTics();
|
||||
|
||||
if (gameskill == sk_nightmare || (dmflags & DF_FAST_MONSTERS))
|
||||
if (isFast())
|
||||
{
|
||||
if (flags5 & MF5_FASTER)
|
||||
{
|
||||
|
@ -2943,13 +2943,14 @@ void AActor::Tick ()
|
|||
}
|
||||
else
|
||||
{
|
||||
int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
|
||||
// check for nightmare respawn
|
||||
if (!respawnmonsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT))
|
||||
if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT))
|
||||
return;
|
||||
|
||||
movecount++;
|
||||
|
||||
if (movecount < respawnmonsters)
|
||||
if (movecount < respawn_monsters)
|
||||
return;
|
||||
|
||||
if (level.time & 31)
|
||||
|
@ -3132,7 +3133,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
|
||||
FRandom &rng = bglobal.m_Thinking ? pr_botspawnmobj : pr_spawnmobj;
|
||||
|
||||
if (gameskill == sk_nightmare && actor->flags3 & MF3_ISMONSTER)
|
||||
if (actor->isFast() && actor->flags3 & MF3_ISMONSTER)
|
||||
actor->reactiontime = 0;
|
||||
|
||||
if (actor->flags3 & MF3_ISMONSTER)
|
||||
|
@ -3152,7 +3153,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
actor->frame = st->GetFrame();
|
||||
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
|
||||
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
|
||||
if (gameskill == sk_nightmare || (dmflags & DF_FAST_MONSTERS))
|
||||
if (G_SkillProperty(SKILLP_FastMonsters))
|
||||
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
|
||||
|
||||
// set subsector and/or block links
|
||||
|
@ -3307,6 +3308,13 @@ void AActor::BeginPlay ()
|
|||
{
|
||||
}
|
||||
|
||||
bool AActor::isFast()
|
||||
{
|
||||
if (flags5&MF5_ALWAYSFAST) return true;
|
||||
if (flags5&MF5_NEVERFAST) return false;
|
||||
return !!G_SkillProperty(SKILLP_FastMonsters);
|
||||
}
|
||||
|
||||
void AActor::Activate (AActor *activator)
|
||||
{
|
||||
if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
|
||||
|
@ -3410,6 +3418,7 @@ void AActor::AdjustFloorClip ()
|
|||
// Most of the player structure stays unchanged between levels.
|
||||
//
|
||||
EXTERN_CVAR (Bool, chasedemo)
|
||||
|
||||
extern bool demonew;
|
||||
|
||||
void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
|
||||
|
@ -3711,19 +3720,7 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
|
|||
return;
|
||||
}
|
||||
|
||||
// check for apropriate skill level
|
||||
if (gameskill == sk_baby)
|
||||
{
|
||||
mask = MTF_EASY;
|
||||
}
|
||||
else if (gameskill == sk_nightmare)
|
||||
{
|
||||
mask = MTF_HARD;
|
||||
}
|
||||
else
|
||||
{
|
||||
mask = 1 << (gameskill - 1);
|
||||
}
|
||||
mask = G_SkillProperty(SKILLP_SpawnFilter);
|
||||
if (!(mthing->flags & mask))
|
||||
{
|
||||
return;
|
||||
|
|
|
@ -681,3 +681,16 @@ fixed_t sector_t::FindLowestCeilingPoint (vertex_t **v) const
|
|||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
||||
|
||||
void sector_t::SetColor(int r, int g, int b, int desat)
|
||||
{
|
||||
PalEntry color = PalEntry (r,g,b);
|
||||
ColorMap = GetSpecialLights (color, ColorMap->Fade, desat);
|
||||
}
|
||||
|
||||
void sector_t::SetFade(int r, int g, int b)
|
||||
{
|
||||
PalEntry fade = PalEntry (r,g,b);
|
||||
ColorMap = GetSpecialLights (ColorMap->Color, fade, ColorMap->Desaturate);
|
||||
}
|
||||
|
|
|
@ -272,6 +272,8 @@ struct sector_t
|
|||
fixed_t FindLowestCeilingPoint (vertex_t **v) const;
|
||||
fixed_t FindHighestFloorPoint (vertex_t **v) const;
|
||||
void AdjustFloorClip () const;
|
||||
void SetColor(int r, int g, int b, int desat);
|
||||
void SetFade(int r, int g, int b);
|
||||
|
||||
// Member variables
|
||||
fixed_t CenterFloor () const { return floorplane.ZatPoint (soundorg[0], soundorg[1]); }
|
||||
|
|
|
@ -218,6 +218,8 @@ static flagdef ActorFlags[]=
|
|||
DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
|
|
|
@ -5959,6 +5959,10 @@
|
|||
/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\a_setcolor.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\g_shared\a_sharedglobal.h"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue