- fixed blue colormap

- Added parameters to A_VileAttack.
- Removed redundant definition of use_joystick from SDL/i_input.cpp.


SVN r1727 (trunk)
This commit is contained in:
Christoph Oelckers 2009-07-17 08:08:02 +00:00
parent 72a41f0b66
commit 2c54498d5c
6 changed files with 29 additions and 13 deletions

View file

@ -1,4 +1,9 @@
July 16, 2009 July 17, 2009 (Changes by Graf Zahl)
- fixed blue colormap
- Added parameters to A_VileAttack.
- Removed redundant definition of use_joystick from SDL/i_input.cpp.
July 16, 2009
- Turned net decompression into a non fatal error. It now drops the packet - Turned net decompression into a non fatal error. It now drops the packet
and waits for the sender to send a new, hopefully good, packet. and waits for the sender to send a new, hopefully good, packet.
- Reduced potential for overflow in R_ProjectSprite(). - Reduced potential for overflow in R_ProjectSprite().

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@ -1,5 +1,5 @@
=============================================================================== ===============================================================================
Universal Doom Map Format ZDoom extensions v1.7 - 07.06.2009 Universal Doom Map Format ZDoom extensions v1.8 - 16.07.2009
Copyright (c) 2008 Christoph Oelckers. Copyright (c) 2008 Christoph Oelckers.
@ -200,7 +200,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
This affects the following specials: This affects the following specials:
121: Line_SetIdentification, arg1 121: Line_SetIdentification, arg1
208: TranslucentLine, arg2 208: TranslucentLine, arg3
These args are to be converted as follows to flags, bit by bit: These args are to be converted as follows to flags, bit by bit:
@ -250,6 +250,10 @@ Added blockuse line flag.
1.7 07.06.2009 1.7 07.06.2009
Added sidedef scaling properties and side specific clipmidtex and wrapmidtex. Added sidedef scaling properties and side specific clipmidtex and wrapmidtex.
1.8 16.07.2009
Added NoDecals sidedef option
Fixed conversion specifications for TranslucentLine special.
=============================================================================== ===============================================================================
EOF EOF
=============================================================================== ===============================================================================

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@ -101,8 +101,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
// //
// A_VileAttack // A_VileAttack
// //
DEFINE_ACTION_FUNCTION(AActor, A_VileAttack) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
{ {
ACTION_PARAM_START(5);
ACTION_PARAM_SOUND(snd,0);
ACTION_PARAM_INT(dmg,1);
ACTION_PARAM_INT(blastdmg,2);
ACTION_PARAM_INT(blastrad,2);
ACTION_PARAM_FIXED(thrust,3);
ACTION_PARAM_NAME(dmgtype,4);
AActor *fire, *target; AActor *fire, *target;
int an; int an;
@ -114,10 +122,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
if (!P_CheckSight (self, target, 0) ) if (!P_CheckSight (self, target, 0) )
return; return;
S_Sound (self, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
P_TraceBleed (20, target); P_TraceBleed (dmg, target);
P_DamageMobj (target, self, self, 20, NAME_None); P_DamageMobj (target, self, self, dmg, NAME_None);
target->velz = 1000 * FRACUNIT / target->Mass; target->velz = Scale(thrust, 1000, target->Mass);
an = self->angle >> ANGLETOFINESHIFT; an = self->angle >> ANGLETOFINESHIFT;
@ -130,6 +138,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
target->y - FixedMul (24*FRACUNIT, finesine[an]), target->y - FixedMul (24*FRACUNIT, finesine[an]),
target->z); target->z);
P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false); P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, false);
} }
} }

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@ -31,7 +31,6 @@ CVAR (Bool, use_mouse, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, m_noprescale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, m_noprescale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, m_filter, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, m_filter, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, sdl_nokeyrepeat, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, sdl_nokeyrepeat, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, use_joystick, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, fullscreen) EXTERN_CVAR (Bool, fullscreen)

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@ -443,8 +443,8 @@ void InitPalette ()
intensity = ((GPalette.BaseColors[c].r * 77 + intensity = ((GPalette.BaseColors[c].r * 77 +
GPalette.BaseColors[c].g * 143 + GPalette.BaseColors[c].g * 143 +
GPalette.BaseColors[c].b * 37)); GPalette.BaseColors[c].b * 37));
shade[c] = ColorMatcher.Pick ( shade[c] = ColorMatcher.Pick (0, 0,
MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), 0, 0 ); MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ));
} }
// desaturated colormaps // desaturated colormaps

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@ -60,7 +60,7 @@ ACTOR Actor native //: Thinker
action native A_VileChase(); action native A_VileChase();
action native A_VileStart(); action native A_VileStart();
action native A_VileTarget(class<Actor> fire = "ArchvileFire"); action native A_VileTarget(class<Actor> fire = "ArchvileFire");
action native A_VileAttack(); action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire");
action native A_StartFire(); action native A_StartFire();
action native A_Fire(float spawnheight = 0); action native A_Fire(float spawnheight = 0);
action native A_FireCrackle(); action native A_FireCrackle();