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- Fixed: The check for no skill menu was incorrect when a custom player
class menu was present so instead of starting the game specific skill menu it always started Hexen's. - Fixed: When a non-player tried to play a player sound it tried to access the actor object as an APlayerPawn. - Changed PlayAttacking2 to always use the melee state instead of different implementations per player and hard coding it to MissileState+1. Also changed PlayAttacking for the HereticPlayer to use the same animation as PlayAttacking2. Now the special handling for Heretic in the FireWeapon functions can be removed. For R258: - Fixed: PlayerStartItem created a duplicate of the item's class name before converting it into an FName. - Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor is compatible with all games now so the explicit handling is no longer needed. - Moved replacement handling back into AActor::StaticSpawn but controlled by a (mandatory) parameter. Also added replacement to most other instances in the game where non-inventory items are spawned. Replacement is safe nearly everywhere except for inventory related spawns. - Fixed: Due to the player class inclusion A_NoBlocking never called NoBlockingSet for monsters. - Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN. SVN r259 (trunk)
This commit is contained in:
parent
ecce60e8f9
commit
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15 changed files with 31 additions and 47 deletions
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@ -1,4 +1,14 @@
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July 16, 2006 (Changes by Graf Zahl)
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- Fixed: The check for no skill menu was incorrect when a custom player
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class menu was present so instead of starting the game specific skill menu
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it always started Hexen's.
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- Fixed: When a non-player tried to play a player sound it tried to access
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the actor object as an APlayerPawn.
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- Changed PlayAttacking2 to always use the melee state instead of different
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implementations per player and hard coding it to MissileState+1. Also
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changed PlayAttacking for the HereticPlayer to use the same animation as
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PlayAttacking2. Now the special handling for Heretic in the FireWeapon
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functions can be removed.
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- Fixed: PlayerStartItem created a duplicate of the item's class name before
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converting it into an FName.
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- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
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@ -69,8 +69,6 @@ public:
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virtual void PlayIdle ();
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virtual void PlayRunning ();
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virtual void PlayAttacking ();
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virtual void PlayAttacking2 ();
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virtual void ThrowPoisonBag ();
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virtual void GiveDefaultInventory ();
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virtual void TweakSpeeds (int &forwardmove, int &sidemove);
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@ -82,6 +80,8 @@ public:
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virtual void GiveDeathmatchInventory ();
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virtual void FilterCoopRespawnInventory (APlayerPawn *oldplayer);
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void PlayAttacking ();
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void PlayAttacking2 ();
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const char *GetSoundClass ();
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enum EInvulState
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@ -92,6 +92,7 @@ IMPLEMENT_ACTOR (ADoomPlayer, Doom, -1, 0)
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PROP_SeeState (S_PLAY_RUN)
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PROP_PainState (S_PLAY_PAIN)
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PROP_MissileState (S_PLAY_ATK)
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PROP_MeleeState (S_PLAY_ATK+1)
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PROP_DeathState (S_PLAY_DIE)
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PROP_XDeathState (S_PLAY_XDIE)
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@ -156,6 +156,7 @@ IMPLEMENT_ACTOR (AChickenPlayer, Heretic, -1, 0)
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PROP_SeeState (S_CHICPLAY_RUN)
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PROP_PainState (S_CHICPLAY_PAIN)
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PROP_MissileState (S_CHICPLAY_ATK)
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PROP_MeleeState (S_CHICPLAY_ATK)
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PROP_DeathState (S_CHICPLAY_DIE)
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// [GRB]
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@ -125,7 +125,8 @@ IMPLEMENT_ACTOR (AHereticPlayer, Heretic, -1, 0)
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PROP_SpawnState (S_PLAY)
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PROP_SeeState (S_PLAY_RUN)
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PROP_PainState (S_PLAY_PAIN)
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PROP_MissileState (S_PLAY_ATK)
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PROP_MissileState (S_PLAY_ATK+1) // Heretic never uses the non-flash attack state directly.
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PROP_MeleeState (S_PLAY_ATK+1)
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PROP_DeathState (S_PLAY_DIE)
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PROP_XDeathState (S_PLAY_XDIE)
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PROP_BDeathState (S_PLAY_FDTH)
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@ -101,6 +101,7 @@ IMPLEMENT_ACTOR (AClericPlayer, Hexen, -1, 0)
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PROP_SeeState (S_CPLAY_RUN1)
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PROP_PainState (S_CPLAY_PAIN)
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PROP_MissileState (S_CPLAY_ATK1)
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PROP_MeleeState (S_CPLAY_ATK1)
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PROP_DeathState (S_CPLAY_DIE1)
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PROP_XDeathState (S_CPLAY_XDIE1)
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PROP_BDeathState (S_PLAY_C_FDTH)
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@ -118,11 +119,6 @@ IMPLEMENT_ACTOR (AClericPlayer, Hexen, -1, 0)
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PROP_PainSound ("PlayerClericPain")
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END_DEFAULTS
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void AClericPlayer::PlayAttacking2 ()
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{
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SetState (MissileState);
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}
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void AClericPlayer::GiveDefaultInventory ()
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{
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Super::GiveDefaultInventory ();
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@ -99,6 +99,7 @@ IMPLEMENT_ACTOR (AFighterPlayer, Hexen, -1, 0)
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PROP_SeeState (S_FPLAY_RUN)
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PROP_PainState (S_FPLAY_PAIN)
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PROP_MissileState (S_FPLAY_ATK)
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PROP_MeleeState (S_FPLAY_ATK)
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PROP_DeathState (S_FPLAY_DIE)
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PROP_XDeathState (S_FPLAY_XDIE)
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PROP_BDeathState (S_PLAY_F_FDTH)
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@ -120,11 +121,6 @@ IMPLEMENT_ACTOR (AFighterPlayer, Hexen, -1, 0)
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PROP_PainSound ("PlayerFighterPain")
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END_DEFAULTS
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void AFighterPlayer::PlayAttacking2 ()
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{
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SetState (MissileState);
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}
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void AFighterPlayer::GiveDefaultInventory ()
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{
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Super::GiveDefaultInventory ();
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@ -81,7 +81,6 @@ class AFighterPlayer : public APlayerPawn
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{
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DECLARE_ACTOR (AFighterPlayer, APlayerPawn)
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public:
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void PlayAttacking2 ();
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void GiveDefaultInventory ();
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bool DoHealingRadius (APlayerPawn *other);
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};
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@ -97,7 +96,6 @@ class AClericPlayer : public APlayerPawn
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{
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DECLARE_ACTOR (AClericPlayer, APlayerPawn)
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public:
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void PlayAttacking2 ();
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void GiveDefaultInventory ();
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void SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha);
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};
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@ -113,7 +111,6 @@ class AMagePlayer : public APlayerPawn
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{
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DECLARE_ACTOR (AMagePlayer, APlayerPawn)
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public:
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void PlayAttacking2 ();
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void GiveDefaultInventory ();
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bool DoHealingRadius (APlayerPawn *other);
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void SpecialInvulnerabilityHandling (EInvulState state, fixed_t * pAlpha);
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@ -98,6 +98,7 @@ IMPLEMENT_ACTOR (AMagePlayer, Hexen, -1, 0)
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PROP_SeeState (S_MPLAY_RUN1)
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PROP_PainState (S_MPLAY_PAIN)
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PROP_MissileState (S_MPLAY_ATK1)
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PROP_MeleeState (S_MPLAY_ATK1)
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PROP_DeathState (S_MPLAY_DIE1)
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PROP_XDeathState (S_MPLAY_XDIE1)
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PROP_BDeathState (S_PLAY_M_FDTH)
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@ -119,11 +120,6 @@ IMPLEMENT_ACTOR (AMagePlayer, Hexen, -1, 0)
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PROP_PainSound ("PlayerMagePain")
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END_DEFAULTS
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void AMagePlayer::PlayAttacking2 ()
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{
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SetState (MissileState);
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}
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void AMagePlayer::GiveDefaultInventory ()
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{
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Super::GiveDefaultInventory ();
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@ -143,6 +143,7 @@ IMPLEMENT_ACTOR (APigPlayer, Hexen, -1, 0)
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PROP_SeeState (S_PIGPLAY_RUN1)
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PROP_PainState (S_PIGPLAY_PAIN)
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PROP_MissileState (S_PIGPLAY_ATK1)
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PROP_MeleeState (S_PIGPLAY_ATK1)
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PROP_DeathState (S_PIGPLAY_DIE1)
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PROP_IDeathState (S_PIGPLAY_ICE)
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@ -126,6 +126,7 @@ IMPLEMENT_ACTOR (AStrifePlayer, Strife, -1, 0)
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PROP_SeeState (S_PLAY_RUN)
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PROP_PainState (S_PLAY_PAIN)
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PROP_MissileState (S_PLAY_ATK)
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PROP_MeleeState (S_PLAY_ATK+1)
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PROP_DeathState (S_PLAY_DIE)
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PROP_XDeathState (S_PLAY_XDIE)
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PROP_BDeathState (S_PLAY_BURNDEATH)
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@ -1843,9 +1843,9 @@ static void M_ChooseClass (int choice)
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{
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M_SetupNextMenu (&EpiDef);
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}
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else if (!EpisodeNoSkill[0])
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else if (EpisodeNoSkill[0])
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{
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M_SetupNextMenu (&HexenSkillMenu);
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M_ChooseSkill(2);
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}
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else if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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{
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@ -269,14 +269,7 @@ void P_FireWeapon (player_t *player)
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return;
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}
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if (gameinfo.gametype == GAME_Heretic)
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{
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player->mo->PlayAttacking2 ();
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}
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else
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{
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player->mo->PlayAttacking ();
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}
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player->mo->PlayAttacking ();
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weapon->bAltFire = false;
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P_SetPsprite (player, ps_weapon,
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player->refire ? weapon->GetHoldAtkState() : weapon->GetAtkState());
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return;
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}
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if (gameinfo.gametype == GAME_Heretic)
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{
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player->mo->PlayAttacking2 ();
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}
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else
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{
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player->mo->PlayAttacking ();
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}
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player->mo->PlayAttacking ();
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weapon->bAltFire = true;
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P_SetPsprite (player, ps_weapon,
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player->refire ? weapon->AltHoldAtkState : weapon->AltAtkState);
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@ -842,7 +842,7 @@ void APlayerPawn::PlayAttacking ()
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void APlayerPawn::PlayAttacking2 ()
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{
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SetState (MissileState+1);
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SetState (MeleeState);
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}
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void APlayerPawn::ThrowPoisonBag ()
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@ -1427,18 +1427,16 @@ int S_FindSkinnedSound (AActor *actor, const char *name)
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int S_FindSkinnedSound (AActor *actor, int refid)
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{
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const char *pclass;
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int gender;
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int gender = GENDER_MALE;
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if (actor != NULL && actor->player != NULL)
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if (actor != NULL && actor->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{
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pclass = actor->player->mo->GetSoundClass ();
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gender = actor->player->userinfo.gender;
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pclass = static_cast<APlayerPawn*>(actor)->GetSoundClass ();
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if (actor->player != NULL) gender = actor->player->userinfo.gender;
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}
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else
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{
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pclass =
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((APlayerPawn *)GetDefaultByType (PlayerClasses[0].Type))->GetSoundClass ();
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gender = GENDER_MALE;
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pclass = gameinfo.gametype == GAME_Hexen? "fighter" : "player";
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}
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return S_LookupPlayerSound (pclass, gender, refid);
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