mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- Fixed: Commander Keen's death sequence had one state duplicated.
- Fixed: Due to the changes for custom states the internal weapons shouldn't define a holdatk state unless it differs from the attack state. - Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode. - Changed: MF2_BLASTED doesn't work well for players so I had to take it out of A_BlastRadius. - Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter whether it was set by default or not. Now the MF2_SLIDE check checks both flags and the BlastRadius code doesn't set MF2_SLIDE anymore. SVN r422 (trunk)
This commit is contained in:
parent
1360a1d89e
commit
9b0b199bb5
20 changed files with 31 additions and 69 deletions
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@ -1,3 +1,14 @@
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December 23, 2006 (Changes by Graf Zahl)
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- Fixed: Commander Keen's death sequence had one state duplicated.
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- Fixed: Due to the changes for custom states the internal weapons shouldn't
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define a holdatk state unless it differs from the attack state.
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- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
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- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
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of A_BlastRadius.
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- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
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whether it was set by default or not. Now the MF2_SLIDE check checks both
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flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
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December 22, 2006
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- Guests can now watch as other guests connect during i_net handshaking.
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- Fixed: The host would let more than the desired number of players connect.
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@ -6,6 +17,7 @@ December 22, 2006
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they received were from the host.
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- Removed the -net command line option. I'm not sure it even worked anymore.
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>>>>>>> .r421
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December 20, 2006
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- Turned on warning level 4 just to see what it would produce: a lot of
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warnings. At first, I was going to try and clean them all up. Then I decided
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@ -15,6 +27,7 @@ December 20, 2006
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C4702 (unreachable code)
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C4512 (assignment operator could not be generated)
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>>>>>>> .r420
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December 19, 2006
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- Fixed: D3DFB::Reset() also needs to restore the texture border color,
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otherwise it gets reset to black and unused.
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@ -455,14 +455,14 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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if (body1)
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body1->SetOrigin (x, y, z);
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else
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body1 = Spawn ("ACajunBodyNode", x, y, z, NO_REPLACE);
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body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
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}
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else if (hostnum == 2)
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{
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if (body2)
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body2->SetOrigin (x, y, z);
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else
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body2 = Spawn ("ACajunBodyNode", x, y, z, NO_REPLACE);
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body2 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
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}
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}
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@ -55,7 +55,6 @@ IMPLEMENT_ACTOR (AFist, Doom, -1, 0)
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PROP_Weapon_DownState (S_PUNCHDOWN)
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PROP_Weapon_ReadyState (S_PUNCH)
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PROP_Weapon_AtkState (S_PUNCH1)
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PROP_Weapon_HoldAtkState (S_PUNCH1)
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PROP_Weapon_Kickback (100)
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PROP_Obituary("$OB_MPFIST")
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@ -146,7 +145,6 @@ IMPLEMENT_ACTOR (APistol, Doom, -1, 0)
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PROP_Weapon_DownState (S_PISTOLDOWN)
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PROP_Weapon_ReadyState (S_PISTOL)
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PROP_Weapon_AtkState (S_PISTOL1)
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PROP_Weapon_HoldAtkState (S_PISTOL1)
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PROP_Weapon_FlashState (S_PISTOLFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (25000000)
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@ -228,7 +226,6 @@ IMPLEMENT_ACTOR (AChainsaw, Doom, 2005, 32)
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PROP_Weapon_DownState (S_SAWDOWN)
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PROP_Weapon_ReadyState (S_SAW)
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PROP_Weapon_AtkState (S_SAW1)
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PROP_Weapon_HoldAtkState (S_SAW1)
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PROP_Weapon_UpSound ("weapons/sawup")
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PROP_Weapon_ReadySound ("weapons/sawidle")
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PROP_Obituary("$OB_MPCHAINSAW")
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@ -364,7 +361,6 @@ IMPLEMENT_ACTOR (AShotgun, Doom, 2001, 27)
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PROP_Weapon_DownState (S_SGUNDOWN)
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PROP_Weapon_ReadyState (S_SGUN)
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PROP_Weapon_AtkState (S_SGUN1)
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PROP_Weapon_HoldAtkState (S_SGUN1)
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PROP_Weapon_FlashState (S_SGUNFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (24000000)
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@ -462,7 +458,6 @@ IMPLEMENT_ACTOR (ASuperShotgun, Doom, 82, 33)
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PROP_Weapon_DownState (S_DSGUNDOWN)
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PROP_Weapon_ReadyState (S_DSGUN)
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PROP_Weapon_AtkState (S_DSGUN1)
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PROP_Weapon_HoldAtkState (S_DSGUN1)
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PROP_Weapon_FlashState (S_DSGUNFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (15000000)
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@ -581,7 +576,6 @@ IMPLEMENT_ACTOR (AChaingun, Doom, 2002, 28)
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PROP_Weapon_DownState (S_CHAINDOWN)
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PROP_Weapon_ReadyState (S_CHAIN)
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PROP_Weapon_AtkState (S_CHAIN1)
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PROP_Weapon_HoldAtkState (S_CHAIN1)
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PROP_Weapon_FlashState (S_CHAINFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (27000000)
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@ -682,7 +676,6 @@ IMPLEMENT_ACTOR (ARocketLauncher, Doom, 2003, 29)
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PROP_Weapon_DownState (S_MISSILEDOWN)
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PROP_Weapon_ReadyState (S_MISSILE)
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PROP_Weapon_AtkState (S_MISSILE1)
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PROP_Weapon_HoldAtkState (S_MISSILE1)
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PROP_Weapon_FlashState (S_MISSILEFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (18350080)
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@ -786,7 +779,6 @@ IMPLEMENT_ACTOR (APlasmaRifle, Doom, 2004, 30)
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PROP_Weapon_DownState (S_PLASMADOWN)
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PROP_Weapon_ReadyState (S_PLASMA)
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PROP_Weapon_AtkState (S_PLASMA1)
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PROP_Weapon_HoldAtkState (S_PLASMA1)
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PROP_Weapon_FlashState (S_PLASMAFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (27000000)
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@ -962,7 +954,6 @@ IMPLEMENT_ACTOR (ABFG9000, Doom, 2006, 31)
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PROP_Weapon_DownState (S_BFGDOWN)
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PROP_Weapon_ReadyState (S_BFG)
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PROP_Weapon_AtkState (S_BFG1)
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PROP_Weapon_HoldAtkState (S_BFG1)
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PROP_Weapon_FlashState (S_BFGFLASH)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (10000000)
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@ -118,7 +118,6 @@ IMPLEMENT_ACTOR (AStaff, Heretic, -1, 0)
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PROP_Weapon_DownState (S_STAFFDOWN)
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PROP_Weapon_ReadyState (S_STAFFREADY)
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PROP_Weapon_AtkState (S_STAFFATK1)
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PROP_Weapon_HoldAtkState (S_STAFFATK1)
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PROP_Weapon_SisterType ("StaffPowered")
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END_DEFAULTS
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@ -128,7 +127,6 @@ IMPLEMENT_STATELESS_ACTOR (AStaffPowered, Heretic, -1, 0)
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PROP_Weapon_DownState (S_STAFFDOWN2)
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PROP_Weapon_ReadyState (S_STAFFREADY2)
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PROP_Weapon_AtkState (S_STAFFATK2)
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PROP_Weapon_HoldAtkState (S_STAFFATK2)
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PROP_Weapon_ReadySound ("weapons/staffcrackle")
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PROP_Weapon_SisterType ("Staff")
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END_DEFAULTS
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@ -317,7 +315,6 @@ IMPLEMENT_ACTOR (AGoldWand, Heretic, -1, 0)
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PROP_Weapon_DownState (S_GOLDWANDDOWN)
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PROP_Weapon_ReadyState (S_GOLDWANDREADY)
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PROP_Weapon_AtkState (S_GOLDWANDATK1)
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PROP_Weapon_HoldAtkState (S_GOLDWANDATK1)
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PROP_Weapon_YAdjust (5)
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PROP_Weapon_MoveCombatDist (25000000)
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PROP_Weapon_AmmoType1 ("GoldWandAmmo")
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@ -329,7 +326,6 @@ IMPLEMENT_STATELESS_ACTOR (AGoldWandPowered, Heretic, -1, 0)
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PROP_Weapon_AmmoUse1 (USE_GWND_AMMO_2)
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PROP_Weapon_AmmoGive1 (0)
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PROP_Weapon_AtkState (S_GOLDWANDATK2)
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PROP_Weapon_HoldAtkState (S_GOLDWANDATK2)
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PROP_Weapon_SisterType ("GoldWand")
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END_DEFAULTS
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@ -584,7 +580,6 @@ IMPLEMENT_ACTOR (ACrossbow, Heretic, 2001, 27)
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PROP_Weapon_DownState (S_CRBOWDOWN)
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PROP_Weapon_ReadyState (S_CRBOW)
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PROP_Weapon_AtkState (S_CRBOWATK1)
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PROP_Weapon_HoldAtkState (S_CRBOWATK1)
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PROP_Weapon_YAdjust (15)
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PROP_Weapon_MoveCombatDist (24000000)
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PROP_Weapon_AmmoType1 ("CrossbowAmmo")
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@ -598,7 +593,6 @@ IMPLEMENT_STATELESS_ACTOR (ACrossbowPowered, Heretic, -1, 0)
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PROP_Weapon_AmmoUse1 (USE_CBOW_AMMO_2)
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PROP_Weapon_AmmoGive1 (0)
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PROP_Weapon_AtkState (S_CRBOWATK2)
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PROP_Weapon_HoldAtkState (S_CRBOWATK2)
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PROP_Weapon_SisterType ("Crossbow")
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PROP_Weapon_ProjectileType ("CrossbowFX2")
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END_DEFAULTS
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@ -888,7 +882,6 @@ IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 0)
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PROP_Weapon_AmmoUse1 (USE_MACE_AMMO_2)
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PROP_Weapon_AmmoGive1 (0)
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PROP_Weapon_AtkState (S_MACEATK2)
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PROP_Weapon_HoldAtkState (S_MACEATK2)
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PROP_Weapon_SisterType ("Mace")
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PROP_Weapon_ProjectileType ("MaceFX4")
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END_DEFAULTS
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@ -2166,7 +2159,6 @@ IMPLEMENT_ACTOR (ASkullRod, Heretic, 2004, 30)
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PROP_Weapon_DownState (S_HORNRODDOWN)
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PROP_Weapon_ReadyState (S_HORNRODREADY)
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PROP_Weapon_AtkState (S_HORNRODATK1)
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PROP_Weapon_HoldAtkState (S_HORNRODATK1)
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PROP_Weapon_YAdjust (15)
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PROP_Weapon_MoveCombatDist (27000000)
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PROP_Weapon_AmmoType1 ("SkullRodAmmo")
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@ -2180,7 +2172,6 @@ IMPLEMENT_STATELESS_ACTOR (ASkullRodPowered, Heretic, -1, 0)
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PROP_Weapon_AmmoUse1 (USE_SKRD_AMMO_2)
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PROP_Weapon_AmmoGive1 (0)
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PROP_Weapon_AtkState (S_HORNRODATK2)
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PROP_Weapon_HoldAtkState (S_HORNRODATK2)
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PROP_Weapon_SisterType ("SkullRod")
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PROP_Weapon_ProjectileType ("HornRodFX2")
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END_DEFAULTS
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@ -2640,7 +2631,6 @@ IMPLEMENT_ACTOR (APhoenixRod, Heretic, 2003, 29)
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PROP_Weapon_DownState (S_PHOENIXDOWN)
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PROP_Weapon_ReadyState (S_PHOENIXREADY)
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PROP_Weapon_AtkState (S_PHOENIXATK1)
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PROP_Weapon_HoldAtkState (S_PHOENIXATK1)
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PROP_Weapon_YAdjust (15)
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PROP_Weapon_MoveCombatDist (18350080)
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PROP_Weapon_AmmoType1 ("PhoenixRodAmmo")
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@ -157,7 +157,7 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
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}
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else
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{
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victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
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victim->flags2 |= MF2_BLASTED;
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}
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}
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else // full strength blast from artifact
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}
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else
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{
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if (victim->flags & MF_MISSILE)
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{ // [RH] Missiles should not slide.
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victim->flags2 |= MF2_BLASTED;
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}
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else
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{
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victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
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}
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victim->flags2 |= MF2_BLASTED;
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}
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}
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}
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@ -83,7 +83,6 @@ IMPLEMENT_ACTOR (ACWeapFlame, Hexen, 8009, 0)
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PROP_Weapon_DownState (S_CFLAMEDOWN)
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PROP_Weapon_ReadyState (S_CFLAMEREADY)
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PROP_Weapon_AtkState (S_CFLAMEATK)
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PROP_Weapon_HoldAtkState (S_CFLAMEATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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PROP_Weapon_MoveCombatDist (27000000)
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@ -207,7 +207,6 @@ IMPLEMENT_ACTOR (ACWeapWraithverge, Hexen, -1, 0)
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PROP_Weapon_DownState (S_CHOLYDOWN)
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PROP_Weapon_ReadyState (S_CHOLYREADY)
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PROP_Weapon_AtkState (S_CHOLYATK)
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PROP_Weapon_HoldAtkState (S_CHOLYATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_MoveCombatDist (22000000)
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PROP_Weapon_AmmoType1 ("Mana1")
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@ -64,7 +64,6 @@ IMPLEMENT_ACTOR (ACWeapMace, Hexen, -1, 0)
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PROP_Weapon_DownState (S_CMACEDOWN)
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PROP_Weapon_ReadyState (S_CMACEREADY)
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PROP_Weapon_AtkState (S_CMACEATK)
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PROP_Weapon_HoldAtkState (S_CMACEATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (0-8)
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END_DEFAULTS
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@ -88,7 +88,6 @@ IMPLEMENT_ACTOR (ACWeapStaff, Hexen, 10, 32)
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PROP_Weapon_DownState (S_CSTAFFDOWN)
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PROP_Weapon_ReadyState (S_CSTAFFREADY)
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PROP_Weapon_AtkState (S_CSTAFFATK)
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PROP_Weapon_HoldAtkState (S_CSTAFFATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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PROP_Weapon_MoveCombatDist (25000000)
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@ -110,7 +110,6 @@ IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
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PROP_Weapon_DownState (S_FAXEDOWN)
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PROP_Weapon_ReadyState (S_FAXEREADY)
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PROP_Weapon_AtkState (S_FAXEATK)
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PROP_Weapon_HoldAtkState (S_FAXEATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (0-12)
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PROP_Weapon_AmmoType1 ("Mana1")
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@ -71,7 +71,6 @@ IMPLEMENT_ACTOR (AFWeapHammer, Hexen, 123, 28)
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PROP_Weapon_DownState (S_FHAMMERDOWN)
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PROP_Weapon_ReadyState (S_FHAMMERREADY)
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PROP_Weapon_AtkState (S_FHAMMERATK)
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PROP_Weapon_HoldAtkState (S_FHAMMERATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (0-10)
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PROP_Weapon_MoveCombatDist (22000000)
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@ -180,7 +180,6 @@ IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0)
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PROP_Weapon_DownState (S_PUNCHDOWN)
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PROP_Weapon_ReadyState (S_PUNCHREADY)
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PROP_Weapon_AtkState (S_PUNCHATK1)
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PROP_Weapon_HoldAtkState (S_PUNCHATK1)
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PROP_Weapon_Kickback (150)
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END_DEFAULTS
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@ -197,7 +197,6 @@ IMPLEMENT_ACTOR (AFWeapQuietus, Hexen, -1, 0)
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PROP_Weapon_DownState (S_FSWORDDOWN)
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PROP_Weapon_ReadyState (S_FSWORDREADY)
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PROP_Weapon_AtkState (S_FSWORDATK)
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PROP_Weapon_HoldAtkState (S_FSWORDATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (10)
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PROP_Weapon_MoveCombatDist (20000000)
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@ -105,7 +105,6 @@ IMPLEMENT_ACTOR (AMWeapLightning, Hexen, 8040, 0)
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PROP_Weapon_DownState (S_MLIGHTNINGDOWN)
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PROP_Weapon_ReadyState (S_MLIGHTNINGREADY)
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PROP_Weapon_AtkState (S_MLIGHTNINGATK)
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PROP_Weapon_HoldAtkState (S_MLIGHTNINGATK)
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PROP_Weapon_Kickback (0)
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PROP_Weapon_YAdjust (20)
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PROP_Weapon_MoveCombatDist (23000000)
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@ -225,7 +225,6 @@ IMPLEMENT_ACTOR (AMWeapBloodscourge, Hexen, -1, 0)
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PROP_Weapon_DownState (S_MSTAFFDOWN)
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PROP_Weapon_ReadyState (S_MSTAFFREADY)
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PROP_Weapon_AtkState (S_MSTAFFATK)
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PROP_Weapon_HoldAtkState (S_MSTAFFATK)
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PROP_Weapon_Kickback (150)
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PROP_Weapon_YAdjust (20)
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PROP_Weapon_MoveCombatDist (20000000)
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@ -46,7 +46,6 @@ IMPLEMENT_ACTOR (AMWeapWand, Hexen, -1, 0)
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PROP_Weapon_DownState (S_MWANDDOWN)
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PROP_Weapon_ReadyState (S_MWANDREADY)
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PROP_Weapon_AtkState (S_MWANDATK)
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PROP_Weapon_HoldAtkState (S_MWANDATK)
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PROP_Weapon_Kickback (0)
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PROP_Weapon_YAdjust (9)
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PROP_Weapon_MoveCombatDist (25000000)
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@ -128,7 +128,6 @@ IMPLEMENT_ACTOR (APunchDagger, Strife, -1, 0)
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PROP_Weapon_DownState (S_PUNCHDOWN)
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PROP_Weapon_ReadyState (S_PUNCH)
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PROP_Weapon_AtkState (S_PUNCH1)
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PROP_Weapon_HoldAtkState (S_PUNCH1)
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END_DEFAULTS
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//============================================================================
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@ -437,7 +436,6 @@ IMPLEMENT_ACTOR (AStrifeCrossbow, Strife, 2001, 0)
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PROP_Weapon_DownState (S_EXBOWDOWN)
|
||||
PROP_Weapon_ReadyState (S_EXBOW)
|
||||
PROP_Weapon_AtkState (S_EXBOWATK)
|
||||
PROP_Weapon_HoldAtkState (S_EXBOWATK)
|
||||
PROP_Weapon_MoveCombatDist (24000000)
|
||||
PROP_Weapon_AmmoType1 ("ElectricBolts")
|
||||
PROP_Weapon_SisterType ("StrifeCrossbow2")
|
||||
|
@ -464,7 +462,6 @@ IMPLEMENT_STATELESS_ACTOR (AStrifeCrossbow2, Strife, -1, 0)
|
|||
PROP_Weapon_DownState (S_PXBOWDOWN)
|
||||
PROP_Weapon_ReadyState (S_PXBOW)
|
||||
PROP_Weapon_AtkState (S_PXBOWATK)
|
||||
PROP_Weapon_HoldAtkState (S_PXBOWATK)
|
||||
PROP_Weapon_AmmoType1 ("PoisonBolts")
|
||||
PROP_Weapon_SisterType ("StrifeCrossbow")
|
||||
PROP_Weapon_ProjectileType ("PoisonBolt")
|
||||
|
@ -635,7 +632,6 @@ IMPLEMENT_ACTOR (AAssaultGun, Strife, 2002, 0)
|
|||
PROP_Weapon_DownState (S_ASSAULTDOWN)
|
||||
PROP_Weapon_ReadyState (S_ASSAULT)
|
||||
PROP_Weapon_AtkState (S_ASSAULTATK)
|
||||
PROP_Weapon_HoldAtkState (S_ASSAULTATK)
|
||||
PROP_Weapon_MoveCombatDist (27000000)
|
||||
PROP_Weapon_AmmoType1 ("ClipOfBullets")
|
||||
|
||||
|
@ -805,7 +801,6 @@ IMPLEMENT_ACTOR (AMiniMissileLauncher, Strife, 2003, 0)
|
|||
PROP_Weapon_DownState (S_MMISSILEDOWN)
|
||||
PROP_Weapon_ReadyState (S_MMISSILE)
|
||||
PROP_Weapon_AtkState (S_MMISSILEATK)
|
||||
PROP_Weapon_HoldAtkState (S_MMISSILEATK)
|
||||
PROP_Weapon_MoveCombatDist (18350080)
|
||||
PROP_Weapon_AmmoType1 ("MiniMissiles")
|
||||
|
||||
|
@ -986,7 +981,6 @@ IMPLEMENT_ACTOR (AFlameThrower, Strife, 2005, 0)
|
|||
PROP_Weapon_DownState (S_FLAMERDOWN)
|
||||
PROP_Weapon_ReadyState (S_FLAMER)
|
||||
PROP_Weapon_AtkState (S_FLAMERATK)
|
||||
PROP_Weapon_HoldAtkState (S_FLAMERATK)
|
||||
PROP_Weapon_UpSound ("weapons/flameidle")
|
||||
PROP_Weapon_ReadySound ("weapons/flameidle")
|
||||
PROP_Weapon_AmmoType1 ("EnergyPod")
|
||||
|
@ -1156,7 +1150,6 @@ IMPLEMENT_ACTOR (AMauler, Strife, 2004, 0)
|
|||
PROP_Weapon_DownState (S_MAULER1DOWN)
|
||||
PROP_Weapon_ReadyState (S_MAULER1)
|
||||
PROP_Weapon_AtkState (S_MAULER1ATK)
|
||||
PROP_Weapon_HoldAtkState (S_MAULER1ATK)
|
||||
PROP_Weapon_MoveCombatDist (15000000)
|
||||
PROP_Weapon_AmmoType1 ("EnergyPod")
|
||||
PROP_Weapon_SisterType ("Mauler2")
|
||||
|
@ -1183,7 +1176,6 @@ IMPLEMENT_STATELESS_ACTOR (AMauler2, Strife, -1, 0)
|
|||
PROP_Weapon_DownState (S_MAULER2DOWN)
|
||||
PROP_Weapon_ReadyState (S_MAULER2)
|
||||
PROP_Weapon_AtkState (S_MAULER2ATK)
|
||||
PROP_Weapon_HoldAtkState (S_MAULER2ATK)
|
||||
PROP_Weapon_MoveCombatDist (10000000)
|
||||
PROP_Weapon_AmmoType1 ("EnergyPod")
|
||||
PROP_Weapon_SisterType ("Mauler")
|
||||
|
@ -1717,7 +1709,6 @@ IMPLEMENT_ACTOR (AStrifeGrenadeLauncher, Strife, 154, 0)
|
|||
PROP_Weapon_DownState (S_HEGRENADE_DOWN)
|
||||
PROP_Weapon_ReadyState (S_HEGRENADE)
|
||||
PROP_Weapon_AtkState (S_HEGRENADE_ATK)
|
||||
PROP_Weapon_HoldAtkState (S_HEGRENADE_ATK)
|
||||
PROP_Weapon_FlashState (S_HEGRENADE_FLASH)
|
||||
PROP_Weapon_MoveCombatDist (18350080)
|
||||
PROP_Weapon_AmmoType1 ("HEGrenadeRounds")
|
||||
|
@ -1744,7 +1735,6 @@ IMPLEMENT_STATELESS_ACTOR (AStrifeGrenadeLauncher2, Strife, -1, 0)
|
|||
PROP_Weapon_DownState (S_PHGRENADE_DOWN)
|
||||
PROP_Weapon_ReadyState (S_PHGRENADE)
|
||||
PROP_Weapon_AtkState (S_PHGRENADE_ATK)
|
||||
PROP_Weapon_HoldAtkState (S_PHGRENADE_ATK)
|
||||
PROP_Weapon_FlashState (S_PHGRENADE_FLASH)
|
||||
PROP_Weapon_AmmoType1 ("PhosphorusGrenadeRounds")
|
||||
PROP_Weapon_SisterType ("StrifeGrenadeLauncher")
|
||||
|
@ -1906,7 +1896,6 @@ IMPLEMENT_ACTOR (ASigil, Strife, -1, 0)
|
|||
PROP_Weapon_DownState (S_SIGILDOWN)
|
||||
PROP_Weapon_ReadyState (S_SIGIL)
|
||||
PROP_Weapon_AtkState (S_SIGILATK)
|
||||
PROP_Weapon_HoldAtkState (S_SIGILATK)
|
||||
PROP_Weapon_FlashState (S_SIGILFLASH)
|
||||
PROP_Sigil_NumPieces (1)
|
||||
PROP_SpawnState (0)
|
||||
|
|
|
@ -1666,15 +1666,16 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|||
// killough 3/15/98: Allow certain objects to drop off
|
||||
if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
|
||||
{
|
||||
fixed_t floorz = tmfloorz;
|
||||
// [RH] If the thing is standing on something, use its current z as the floorz.
|
||||
// This is so that it does not walk off of things onto a drop off.
|
||||
if (thing->flags2 & MF2_ONMOBJ)
|
||||
{
|
||||
floorz = MAX(thing->z, tmfloorz);
|
||||
}
|
||||
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
|
||||
{
|
||||
fixed_t floorz = tmfloorz;
|
||||
// [RH] If the thing is standing on something, use its current z as the floorz.
|
||||
// This is so that it does not walk off of things onto a drop off.
|
||||
if (thing->flags2 & MF2_ONMOBJ)
|
||||
{
|
||||
floorz = MAX(thing->z, tmfloorz);
|
||||
}
|
||||
|
||||
if (floorz - tmdropoffz > thing->MaxDropOffHeight &&
|
||||
!(thing->flags2 & MF2_BLASTED))
|
||||
{ // Can't move over a dropoff unless it's been blasted
|
||||
|
@ -1685,7 +1686,8 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
|
|||
else
|
||||
{
|
||||
// special logic to move a monster off a dropoff
|
||||
if (thing->floorz - floorz > thing->MaxDropOffHeight ||
|
||||
// this intentionally does not check for standing on things.
|
||||
if (thing->floorz - tmfloorz > thing->MaxDropOffHeight ||
|
||||
thing->dropoffz - tmdropoffz > thing->MaxDropOffHeight) return false;
|
||||
}
|
||||
}
|
||||
|
@ -3614,13 +3616,13 @@ bool PIT_RadiusAttack (AActor *thing)
|
|||
int damage = (int)points;
|
||||
|
||||
if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
|
||||
else thing->flags2 |= MF2_BLASTED;
|
||||
else if (thing->player == NULL) thing->flags2 |= MF2_BLASTED;
|
||||
|
||||
if (!(thing->flags & MF_ICECORPSE))
|
||||
{
|
||||
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
|
||||
|
||||
if (!(bombspot->flags2 & MF2_NODMGTHRUST))
|
||||
if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
|
||||
{
|
||||
thrust = points * 0.5f / (float)thing->Mass;
|
||||
if (bombsource == thing)
|
||||
|
@ -3639,7 +3641,7 @@ bool PIT_RadiusAttack (AActor *thing)
|
|||
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
|
||||
thing->momx += fixed_t (finecosine[ang] * thrust);
|
||||
thing->momy += fixed_t (finesine[ang] * thrust);
|
||||
thing->momz += (fixed_t)momz;
|
||||
if (bombdodamage) thing->momz += (fixed_t)momz; // this really doesn't work well
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1483,7 +1483,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
|||
{
|
||||
// blocked move
|
||||
|
||||
if (mo->flags2 & MF2_SLIDE || bForceSlide)
|
||||
if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
|
||||
{
|
||||
// try to slide along it
|
||||
if (BlockingMobj == NULL)
|
||||
|
@ -2794,10 +2794,6 @@ void AActor::Tick ()
|
|||
if ((momx | momy) == 0 && (flags2 & MF2_BLASTED))
|
||||
{ // Reset to not blasted when momentums are gone
|
||||
flags2 &= ~MF2_BLASTED;
|
||||
if (!(flags & MF_ICECORPSE))
|
||||
{
|
||||
flags2 &= ~MF2_SLIDE;
|
||||
}
|
||||
}
|
||||
|
||||
if (flags2 & MF2_FLOATBOB)
|
||||
|
|
|
@ -26,7 +26,6 @@ ACTOR CommanderKeen 72
|
|||
Loop
|
||||
Death:
|
||||
KEEN AB 6
|
||||
KEEN B 6
|
||||
KEEN C 6 A_Scream
|
||||
KEEN DEFGH 6
|
||||
KEEN I 6 A_NoBlocking
|
||||
|
|
Loading…
Reference in a new issue