- Changed burn and Acolyte death sequences so that they leave corpses that

don't vanish.


SVN r1458 (trunk)
This commit is contained in:
Christoph Oelckers 2009-03-01 21:12:05 +00:00
parent f4929133d7
commit d73d5dcaac
3 changed files with 4 additions and 2 deletions

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@ -1,4 +1,6 @@
March 1, 2009 (Changes by Graf Zahl) March 1, 2009 (Changes by Graf Zahl)
- Changed burn and Acolyte death sequences so that they leave corpses that
don't vanish.
- Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true
floor and ceiling heights. Otherwise the actor will fall right through floor and ceiling heights. Otherwise the actor will fall right through
3DMidtex textures (and 3D-floors.) 3DMidtex textures (and 3D-floors.)

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@ -57,7 +57,7 @@ ACTOR Acolyte : StrifeHumanoid
AGRD K 3 A_NoBlocking AGRD K 3 A_NoBlocking
AGRD L 3 AGRD L 3
AGRD M 3 A_AcolyteDie AGRD M 3 A_AcolyteDie
AGRD N 1400 AGRD N -1
Stop Stop
XDeath: XDeath:
GIBS A 5 A_NoBlocking GIBS A 5 A_NoBlocking

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@ -22,7 +22,7 @@ ACTOR StrifeHumanoid
BURN N 5 Bright BURN N 5 Bright
BURN OPQPQ 5 Bright BURN OPQPQ 5 Bright
BURN RSTU 7 Bright BURN RSTU 7 Bright
BURN V 700 BURN V -1
Stop Stop
Disintegrate: Disintegrate:
DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice") DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")