- 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
and waits for the sender to send a new, hopefully good, packet.
- Reduced potential for overflow in R_ProjectSprite().

View file

@ -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
===============================================================================

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@ -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);
}
}

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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_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)

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@ -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

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@ -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();