- Fixed: The chat sound for Strife was misnamed in the gameinfo structure.

- fixed a few DECORATE bugs.


SVN r1165 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-12 23:00:48 +00:00
parent 65a19e4be7
commit 3cb073a3a0
7 changed files with 22 additions and 15 deletions

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@ -1,4 +1,6 @@
August 12, 2008 (Changes by Graf Zahl) August 12, 2008 (Changes by Graf Zahl)
- Fixed: The chat sound for Strife was misnamed in the gameinfo structure.
- fixed a few DECORATE bugs.
- Changed the action function declaration parser so that optional parameters - Changed the action function declaration parser so that optional parameters
can be given a default value. The 'optional' keyword is no longer needed can be given a default value. The 'optional' keyword is no longer needed
and was removed, as well as 'evalnot'. and was removed, as well as 'evalnot'.

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@ -185,13 +185,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink) DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{ {
if (self->player && self->player->ReadyWeapon)
{
if (!--self->special1) if (!--self->special1)
{ {
P_SetPsprite (self->player, ps_weapon, self->FindState ("Blink")); P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
self->special1 = (pr_blink()+50)>>2; self->special1 = (pr_blink()+50)>>2;
} }
else else
{ {
CALL_ACTION(A_WeaponReady, self); CALL_ACTION(A_WeaponReady, self);
} }
}
} }

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@ -160,9 +160,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
for (i = (pr_foo()&3)+3; i; i--) for (i = (pr_foo()&3)+3; i; i--)
{ {
mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE); mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
mo->SetState (mo->SpawnState + (pr_foo()%3));
if (mo) if (mo)
{ {
mo->SetState (mo->SpawnState + (pr_foo()%3));
mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4); mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
mo->momx = pr_foo.Random2()<<(FRACBITS-6); mo->momx = pr_foo.Random2()<<(FRACBITS-6);
mo->momy = pr_foo.Random2()<<(FRACBITS-6); mo->momy = pr_foo.Random2()<<(FRACBITS-6);
@ -170,9 +170,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
} }
// Spawn a skull // Spawn a skull
mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE); mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
mo->SetState (mo->SpawnState + 3);
if (mo) if (mo)
{ {
mo->SetState (mo->SpawnState + 3);
mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4); mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
mo->momx = pr_foo.Random2()<<(FRACBITS-6); mo->momx = pr_foo.Random2()<<(FRACBITS-6);
mo->momy = pr_foo.Random2()<<(FRACBITS-6); mo->momy = pr_foo.Random2()<<(FRACBITS-6);
@ -277,9 +277,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12), mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
self->y+((pr_soaexplode()-128)<<12), self->y+((pr_soaexplode()-128)<<12),
self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE); self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
mo->SetState (mo->SpawnState + i);
if (mo) if (mo)
{ {
mo->SetState (mo->SpawnState + i);
mo->momz = ((pr_soaexplode()&7)+5)*FRACUNIT; mo->momz = ((pr_soaexplode()&7)+5)*FRACUNIT;
mo->momx = pr_soaexplode.Random2()<<(FRACBITS-6); mo->momx = pr_soaexplode.Random2()<<(FRACBITS-6);
mo->momy = pr_soaexplode.Random2()<<(FRACBITS-6); mo->momy = pr_soaexplode.Random2()<<(FRACBITS-6);

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@ -311,7 +311,7 @@ gameinfo_t StrifeGameInfo =
280/35, 280/35,
0, 0,
200/35, 200/35,
"Chat", "misc/chat",
"d_intro", "d_intro",
"-NOFLAT", "-NOFLAT",
"CREDIT", "CREDIT",
@ -340,7 +340,7 @@ gameinfo_t StrifeTeaserGameInfo =
280/35, 280/35,
0, 0,
200/35, 200/35,
"Chat", "misc/chat",
"d_intro", "d_intro",
"-NOFLAT", "-NOFLAT",
"CREDIT", "CREDIT",
@ -369,7 +369,7 @@ gameinfo_t StrifeTeaser2GameInfo =
280/35, 280/35,
0, 0,
200/35, 200/35,
"Chat", "misc/chat",
"d_intro", "d_intro",
"-NOFLAT", "-NOFLAT",
"CREDIT", "CREDIT",

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@ -19,7 +19,7 @@ ACTOR Actor native //: Thinker
Gravity 1 Gravity 1
action native A_MonsterRail(); action native A_MonsterRail();
action native A_BFGSpray(class<Actor> spraytype = "BFGSpray", int numrays = 40, int damagecount = 15); action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15);
action native A_Pain(); action native A_Pain();
action native A_NoBlocking(); action native A_NoBlocking();
action native A_XScream(); action native A_XScream();

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@ -270,6 +270,7 @@ ACTOR ZCorpseSitting 110
Spawn: Spawn:
CPS6 A -1 CPS6 A -1
Stop Stop
Death:
CPS6 A 1 A_CorpseExplode CPS6 A 1 A_CorpseExplode
Stop Stop
} }
@ -522,6 +523,7 @@ ACTOR ZSuitOfArmor 8064
Spawn: Spawn:
ZSUI A -1 ZSUI A -1
Stop Stop
Death:
ZSUI A 1 A_SoAExplode ZSUI A 1 A_SoAExplode
Stop Stop
} }

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@ -16,7 +16,7 @@ ACTOR ArtiTeleport : Inventory 36 native
States States
{ {
Spawn: Spawn:
ATLP ABCD 4 ATLP ABCB 4
Loop Loop
} }
} }