mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Fixed: Starting a game without skill menu always started the first episode.
- Changed A_AlertMonsters so that it can be placed directly in a weapon state. - Fixed: Frozen corpses of stealth monsters were invisible. - Added: Calling Radius_Quake with a tid of 0 now uses the activator as the quake's center. SVN r275 (trunk)
This commit is contained in:
parent
3f90f1655c
commit
d6bc07c3b1
7 changed files with 41 additions and 11 deletions
|
@ -1,4 +1,11 @@
|
|||
July 29, 2008 (Changes by Graf Zahl)
|
||||
July 30, 2006 (Changes by Graf Zahl)
|
||||
- Fixed: Starting a game without skill menu always started the first episode.
|
||||
- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
|
||||
|
||||
July 29, 2006 (Changes by Graf Zahl)
|
||||
- Fixed: Frozen corpses of stealth monsters were invisible.
|
||||
- Added: Calling Radius_Quake with a tid of 0 now uses the activator
|
||||
as the quake's center.
|
||||
- Used the new explosion handling to clean up the old style projectile
|
||||
definitions. The SimpleProjectile class is gone and it uses the meta
|
||||
data and A_ExplodeParms instead now.
|
||||
|
@ -11,7 +18,7 @@ July 29, 2008 (Changes by Graf Zahl)
|
|||
- Changed DECORATE parsing so that functions with completely optional
|
||||
parameter lists don't create an empty list when called without parameters.
|
||||
|
||||
July 28, 2008
|
||||
July 28, 2006
|
||||
- Version bump to 2.1.4.
|
||||
- Fixed: Friendlies would not turn to face you when you engaged them in
|
||||
conversation, nor would they reliably return to their original facing when
|
||||
|
|
|
@ -181,6 +181,13 @@ void A_FreezeDeath (AActor *actor)
|
|||
actor->height = actor->GetDefault()->height;
|
||||
S_Sound (actor, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
|
||||
|
||||
// [RH] Andy Baker's stealth monsters
|
||||
if (actor->flags & MF_STEALTH)
|
||||
{
|
||||
actor->alpha = OPAQUE;
|
||||
actor->visdir = 0;
|
||||
}
|
||||
|
||||
if (actor->player)
|
||||
{
|
||||
actor->player->damagecount = 0;
|
||||
|
|
|
@ -152,18 +152,29 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad)
|
||||
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad)
|
||||
{
|
||||
AActor *center;
|
||||
FActorIterator iterator (tid);
|
||||
bool res = false;
|
||||
|
||||
intensity = clamp (intensity, 1, 9);
|
||||
|
||||
while ( (center = iterator.Next ()) )
|
||||
if (tid == 0)
|
||||
{
|
||||
res = true;
|
||||
new DEarthquake (center, intensity, duration, damrad, tremrad);
|
||||
if (activator != NULL)
|
||||
{
|
||||
new DEarthquake(activator, intensity, duration, damrad, tremrad);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FActorIterator iterator (tid);
|
||||
while ( (center = iterator.Next ()) )
|
||||
{
|
||||
res = true;
|
||||
new DEarthquake (center, intensity, duration, damrad, tremrad);
|
||||
}
|
||||
}
|
||||
|
||||
return res;
|
||||
|
|
|
@ -271,7 +271,11 @@ END_DEFAULTS
|
|||
|
||||
void A_AlertMonsters (AActor *self)
|
||||
{
|
||||
if (self->target != NULL && self->target->player != NULL)
|
||||
if (self->player != NULL)
|
||||
{
|
||||
P_NoiseAlert(self, self);
|
||||
}
|
||||
else if (self->target != NULL && self->target->player != NULL)
|
||||
{
|
||||
P_NoiseAlert (self->target, self);
|
||||
}
|
||||
|
|
|
@ -1729,13 +1729,14 @@ void M_Episode (int choice)
|
|||
return;
|
||||
}
|
||||
|
||||
epi = choice;
|
||||
|
||||
if (EpisodeNoSkill[choice])
|
||||
{
|
||||
M_ChooseSkill(2);
|
||||
return;
|
||||
}
|
||||
|
||||
epi = choice;
|
||||
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
|
||||
M_SetupNextMenu (&NewDef);
|
||||
else if (gameinfo.gametype == GAME_Hexen)
|
||||
|
|
|
@ -1650,7 +1650,7 @@ FUNC(LS_Light_Stop)
|
|||
FUNC(LS_Radius_Quake)
|
||||
// Radius_Quake (intensity, duration, damrad, tremrad, tid)
|
||||
{
|
||||
return P_StartQuake (arg4, arg0, arg1, arg2, arg3);
|
||||
return P_StartQuake (it, arg4, arg0, arg1, arg2, arg3);
|
||||
}
|
||||
|
||||
FUNC(LS_UsePuzzleItem)
|
||||
|
|
|
@ -951,6 +951,6 @@ void P_DoDeferedScripts (void);
|
|||
//
|
||||
// [RH] p_quake.c
|
||||
//
|
||||
bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad);
|
||||
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad);
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue