- added resources needed for MBF support.

- removed unused score items from DECORATE file.
- added 2 MBF code pointers I forgot in the last commit.

SVN r1825 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-14 23:28:24 +00:00
parent afab7855c4
commit 4d55f01c3a
83 changed files with 45 additions and 23 deletions

View file

@ -1,7 +1,10 @@
September 14, 2009 (Changes by Graf Zahl)
- added resources needed for MBF support.
- removed unused score items from DECORATE file.
- Fixed: Argument count for UsePuzzleItem was wrong.
- Added a few things from Gez's experimental build:
* MBF Dehacked emulation.
* MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because
it wouldn't work and is more or less useless anyway.
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in
both DECORATE and ACS.

View file

@ -1109,7 +1109,6 @@ static menuitem_t CompatibilityItems[] = {
{ bitflag, "Allow any bossdeath for level special", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_ANYBOSSDEATH} },
{ bitflag, "No Minotaur floor flames in water", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MINOTAUR} },
{ bitflag, "Original A_Mushroom speed in DEH mods", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MUSHROOM} },
{ bitflag, "Allow MBF pseudo-torque effects", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MBFTORQUE} },
{ bitflag, "Monster movement is affected by effects", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MBFMONSTERMOVE} },
{ bitflag, "Crushed monsters can be resurrected", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_CORPSEGIBS} },
{ bitflag, "Friendly monsters aren't blocked", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOBLOCKFRIENDS} },

View file

@ -2871,3 +2871,41 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
self->uservar[pos] = value;
}
// A few action functions for super-duper enhanced MBF compatibility. They're all deprecated and shouldn't be used in
// DECORATE. The other MBF new functions, A_Detonate, A_Mushroom and A_Die are all already elsewhere, and as for
// A_PlaySound, it is an instance of name conflict, so it has been given a default sound to work from dehacked as well.
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
{
ACTION_PARAM_START(1);
ACTION_PARAM_ANGLE(angle, 0);
self->angle += angle;
}
//
// This allows linedef effects to be activated inside deh frames.
//
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
{
ACTION_PARAM_START(2);
ACTION_PARAM_INT(special, 0);
ACTION_PARAM_INT(tag, 1);
line_t junk; maplinedef_t oldjunk;
bool res = false;
if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
{
if ((oldjunk.special = special)) // Linedef type
{
oldjunk.tag = tag; // Sector tag for linedef
P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
res = !!LineSpecials[junk.special](NULL, self, false, junk.args[0],
junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
self->flags6 |= MF6_LINEDONE; // no more for this thing
}
}
ACTION_SET_RESULT(res);
}

View file

@ -83,30 +83,11 @@ ACTOR DoomUnusedStates
}
}
Actor DemonicDagger : ScoreItem
{
Inventory.PickupMessage "$BETA_BONUS1"
States
{
Spawn:
BON1 A 6
Loop
}
}
Actor SkullChest : ScoreItem
{
Inventory.PickupMessage "$BETA_BONUS2"
States
{
Spawn:
BON2 A 6
Loop
}
}
// MBF Beta emulation items
Actor EvilSceptre : ScoreItem 2016
{
Game Doom
Inventory.PickupMessage "$BETA_BONUS3"
States
{
@ -118,6 +99,7 @@ Actor EvilSceptre : ScoreItem 2016
Actor UnholyBible : ScoreItem 2017
{
Game Doom
Inventory.PickupMessage "$BETA_BONUS4"
States
{

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