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- Added Gez's cleanup patch for MBF support but undid the deletion of the MF6_JUMPDOWN flag which will be implemented later.
SVN r1827 (trunk)
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158fce1123
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4a057c1fdc
9 changed files with 32 additions and 22 deletions
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@ -102,7 +102,6 @@ static FCompatOption Options[] =
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{ "wallrun", COMPATF_WALLRUN, 0 }, // [GZ] Added for CC MAP29
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{ "anybossdeath", COMPATF_ANYBOSSDEATH, 0}, // [GZ] Added for UAC_DEAD
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{ "mushroom", COMPATF_MUSHROOM, 0},
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{ "mbftorque", COMPATF_MBFTORQUE, 0},
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{ "mbfmonstermove", COMPATF_MBFMONSTERMOVE, 0 },
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{ "corpsegibs", COMPATF_CORPSEGIBS, 0 },
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{ "noblockfriends", COMPATF_NOBLOCKFRIENDS, 0 },
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@ -983,12 +983,6 @@ static int PatchThing (int thingy)
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}
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if (vchanged[0])
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{
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/* Just some testing info
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Printf("value[0]: %x %i\n", value[0], value[0]);
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for (int flagi = 0; flagi < 31; flagi++)
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if (value[0] & 1<<flagi) Printf(" %s", flagnamesd[flagi]);
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Printf("\n");*/
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if (value[0] & MF_SLIDE)
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{
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// SLIDE (which occupies in Doom what is the MF_INCHASE slot in ZDoom)
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@ -1356,8 +1350,6 @@ static int PatchFrame (int frameNum)
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info->Misc1 = misc1;
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info->Frame = (frame & 0x3f) |
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(frame & 0x8000 ? SF_FULLBRIGHT : 0);
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Printf("Misc1 patched to %d, Misc2 patched to %d in state %x (framenum %d)\n",
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info->Misc1, info->Misc2, info, frameNum);
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}
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return result;
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@ -1599,7 +1591,6 @@ static int PatchWeapon (int weapNum)
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static void SetPointer(FState *state, PSymbol *sym, int frame = 0)
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{
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Printf("Changing the pointer for state %d (%x)\n", frame, state);
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if (sym==NULL || sym->SymbolType != SYM_ActionFunction)
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{
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state->SetAction(NULL);
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@ -512,7 +512,7 @@ CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
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case 5: // MBF compat mode
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v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MUSHROOM|
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COMPATF_MBFTORQUE|COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS;
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COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS;
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break;
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}
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@ -543,7 +543,6 @@ CVAR (Flag, compat_crossdropoff,compatflags, COMPATF_CROSSDROPOFF);
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CVAR (Flag, compat_anybossdeath,compatflags, COMPATF_ANYBOSSDEATH);
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CVAR (Flag, compat_minotaur, compatflags, COMPATF_MINOTAUR);
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CVAR (Flag, compat_mushroom, compatflags, COMPATF_MUSHROOM);
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CVAR (Flag, compat_mbftorque, compatflags, COMPATF_MBFTORQUE);
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CVAR (Flag, compat_mbfmonstermove,compatflags, COMPATF_MBFMONSTERMOVE);
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CVAR (Flag, compat_corpsegibs, compatflags, COMPATF_CORPSEGIBS);
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CVAR (Flag, compat_noblockfriends,compatflags,COMPATF_NOBLOCKFRIENDS);
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@ -321,10 +321,9 @@ enum
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COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
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COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
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COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
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COMPATF_MBFTORQUE = 1 << 25, // Uses MBF-style pseudo torque simulation.
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COMPATF_MBFMONSTERMOVE = 1 << 26, // Monsters are affected by friction and pushers/pullers.
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COMPATF_CORPSEGIBS = 1 << 27, // Crushed monsters are turned into gibs, rather than replaced by gibs.
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COMPATF_NOBLOCKFRIENDS = 1 << 28, // Friendly monsters aren't blocked by monster-blocking lines.
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COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
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COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs.
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COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
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};
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// Emulate old bugs for select maps. These are not exposed by a cvar
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@ -1356,7 +1356,6 @@ MapFlagHandlers[] =
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{ "compat_anybossdeath", MITYPE_COMPATFLAG, COMPATF_ANYBOSSDEATH},
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{ "compat_minotaur", MITYPE_COMPATFLAG, COMPATF_MINOTAUR},
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{ "compat_mushroom", MITYPE_COMPATFLAG, COMPATF_MUSHROOM},
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{ "compat_mbftorque", MITYPE_COMPATFLAG, COMPATF_MBFTORQUE},
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{ "compat_mbfmonstermove", MITYPE_COMPATFLAG, COMPATF_MBFMONSTERMOVE},
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{ "compat_corpsegibs", MITYPE_COMPATFLAG, COMPATF_CORPSEGIBS},
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{ "compat_noblockfriends", MITYPE_COMPATFLAG, COMPATF_NOBLOCKFRIENDS},
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@ -412,6 +412,22 @@ bool P_Move (AActor *actor)
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speed = actor->Speed;
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#if 0 // todo
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// killough 10/98: allow dogs to drop off of taller ledges sometimes.
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// dropoff==1 means always allow it, dropoff==2 means only up to 128 high,
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// and only if the target is immediately on the other side of the line.
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if (actor->flags6 & MF6_JUMPDOWN && target &&
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!(target->IsFriend(actor)) &&
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P_AproxDistance(actor->x - target->x,
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actor->y - target->y) < FRACUNIT*144 &&
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P_Random(pr_dropoff) < 235)
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{
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dropoff = 2;
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}
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#endif
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// [RH] I'm not so sure this is such a good idea
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// [GZ] That's why it's compat-optioned.
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if (compatflags & COMPATF_MBFMONSTERMOVE)
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@ -2871,9 +2871,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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self->uservar[pos] = value;
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}
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// A few action functions for super-duper enhanced MBF compatibility. They're all deprecated and shouldn't be used in
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// DECORATE. The other MBF new functions, A_Detonate, A_Mushroom and A_Die are all already elsewhere, and as for
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// A_PlaySound, it is an instance of name conflict, so it has been given a default sound to work from dehacked as well.
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//===========================================================================
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//
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// A_Turn
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
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{
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@ -2882,9 +2884,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
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self->angle += angle;
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}
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//===========================================================================
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//
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// A_LineEffect
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//
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// This allows linedef effects to be activated inside deh frames.
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//
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//===========================================================================
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void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
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@ -259,7 +259,7 @@ ACTOR Actor native //: Thinker
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action native A_ScaleVelocity(float scale);
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action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
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action native A_SetArg(int pos, int value);
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action native A_SetVar(int pos, int value);
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action native A_SetUserVar(int pos, int value);
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action native A_SetSpecial(int spec, int arg0, int arg1, int arg2, int arg3, int arg4);
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States
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@ -410,7 +410,7 @@ StateMap
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SmallBloodPool, Spawn, 1, // S_SMALLPOOL
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BrainStem, Spawn, 1, // S_BRAINSTEM
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TechLamp, Spawn, 4, // S_TECHLAMP - S_TECHLAMP4
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TechLamp2, Spawn, 4 // S_TECH2LAMP - S_TECH2LAMP4
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TechLamp2, Spawn, 4, // S_TECH2LAMP - S_TECH2LAMP4
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DoomUnusedStates, TNT, 1, // [MBF] S_TNT1 967
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Grenade, Grenade, 1, // [MBF] S_GRENADE 968
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Grenade, Detonate, 3, // [MBF] S_DETONATE - S_DETONATE3 969-971
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