mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 06:41:41 +00:00
- 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:
parent
72a41f0b66
commit
2c54498d5c
6 changed files with 29 additions and 13 deletions
|
@ -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
|
||||
and waits for the sender to send a new, hopefully good, packet.
|
||||
- Reduced potential for overflow in R_ProjectSprite().
|
||||
|
|
|
@ -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.
|
||||
|
@ -200,7 +200,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
This affects the following specials:
|
||||
|
||||
121: Line_SetIdentification, arg1
|
||||
208: TranslucentLine, arg2
|
||||
208: TranslucentLine, arg3
|
||||
|
||||
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
|
||||
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
|
||||
===============================================================================
|
||||
|
|
|
@ -101,8 +101,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
|
|||
//
|
||||
// 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;
|
||||
int an;
|
||||
|
||||
|
@ -114,10 +122,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
|
|||
if (!P_CheckSight (self, target, 0) )
|
||||
return;
|
||||
|
||||
S_Sound (self, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
|
||||
P_TraceBleed (20, target);
|
||||
P_DamageMobj (target, self, self, 20, NAME_None);
|
||||
target->velz = 1000 * FRACUNIT / target->Mass;
|
||||
S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||||
P_TraceBleed (dmg, target);
|
||||
P_DamageMobj (target, self, self, dmg, NAME_None);
|
||||
target->velz = Scale(thrust, 1000, target->Mass);
|
||||
|
||||
an = self->angle >> ANGLETOFINESHIFT;
|
||||
|
||||
|
@ -130,6 +138,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
|
|||
target->y - FixedMul (24*FRACUNIT, finesine[an]),
|
||||
target->z);
|
||||
|
||||
P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false);
|
||||
P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, false);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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_filter, 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)
|
||||
|
||||
|
|
|
@ -443,8 +443,8 @@ void InitPalette ()
|
|||
intensity = ((GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37));
|
||||
shade[c] = ColorMatcher.Pick (
|
||||
MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), 0, 0 );
|
||||
shade[c] = ColorMatcher.Pick (0, 0,
|
||||
MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ));
|
||||
}
|
||||
|
||||
// desaturated colormaps
|
||||
|
|
|
@ -60,7 +60,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_VileChase();
|
||||
action native A_VileStart();
|
||||
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_Fire(float spawnheight = 0);
|
||||
action native A_FireCrackle();
|
||||
|
|
Loading…
Reference in a new issue