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- Fixed: PTR_BounceTraverse only checked for projectiles that were too
high to pass through two-sided lines, but not ones that were too low. - Fixed: SBARINFO couldn't detect the extreme death damage type for the player face animation. SVN r782 (trunk)
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7 changed files with 54 additions and 31 deletions
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@ -1,3 +1,9 @@
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March 3, 2008
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- Fixed: PTR_BounceTraverse only checked for projectiles that were too
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high to pass through two-sided lines, but not ones that were too low.
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- Fixed: SBARINFO couldn't detect the extreme death damage type for the
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player face animation.
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March 1, 2008 (Changes by Graf Zahl)
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- fixed: A_CountdownArg used 0 based indices although all uses of it assumed
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1-based.
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@ -152,27 +152,28 @@ typedef enum
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//
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typedef enum
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{
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CF_NOCLIP = 1, // No clipping, walk through barriers.
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CF_GODMODE = 2, // No damage, no health loss.
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CF_NOMOMENTUM = 4, // Not really a cheat, just a debug aid.
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CF_NOTARGET = 8, // [RH] Monsters don't target
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CF_FLY = 16, // [RH] Flying player
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CF_CHASECAM = 32, // [RH] Put camera behind player
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CF_FROZEN = 64, // [RH] Don't let the player move
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CF_REVERTPLEASE = 128, // [RH] Stick camera in player's head if (s)he moves
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CF_STEPLEFT = 512, // [RH] Play left footstep sound next time
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CF_FRIGHTENING = 1024, // [RH] Scare monsters away
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CF_INSTANTWEAPSWITCH= 2048, // [RH] Switch weapons instantly
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CF_TOTALLYFROZEN = 4096, // [RH] All players can do is press +use
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CF_PREDICTING = 8192, // [RH] Player movement is being predicted
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CF_WEAPONREADY = 16384, // [RH] Weapon is in the ready state, so bob it when walking
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CF_TIMEFREEZE = 32768, // Player has an active time freezer
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CF_DRAIN = 65536, // Player owns a drain powerup
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CF_REGENERATION = 0x20000, // Player owns a regeneration artifact
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CF_HIGHJUMP = 0x40000, // more Skulltag flags. Implemetation not guaranteed though. ;)
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CF_REFLECTION = 0x80000,
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CF_PROSPERITY = 0x100000,
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CF_DOUBLEFIRINGSPEED= 0x200000,
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CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
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CF_GODMODE = 1 << 1, // No damage, no health loss.
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CF_NOMOMENTUM = 1 << 2, // Not really a cheat, just a debug aid.
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CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
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CF_FLY = 1 << 4, // [RH] Flying player
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CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
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CF_FROZEN = 1 << 6, // [RH] Don't let the player move
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CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
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CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
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CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
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CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state, so bob it when walking
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CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implemetation not guaranteed though. ;)
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CF_REFLECTION = 1 << 19,
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CF_PROSPERITY = 1 << 20,
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CF_DOUBLEFIRINGSPEED= 1 << 21,
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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} cheat_t;
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#define WPIECE1 1
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@ -2186,7 +2186,7 @@ private:
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}
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else //dead
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{
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if(!xdth || CPlayer->mo->health > -CPlayer->mo->GetDefault()->health)
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if(!xdth || !(CPlayer->cheats & CF_EXTREMELYDEAD))
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{
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DrawImage(Faces[ST_FACEDEAD], x, y);
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}
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@ -613,7 +613,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
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FState *diestate=NULL;
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FState *diestate = NULL;
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if (DamageType != NAME_None)
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{
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@ -637,16 +637,27 @@ void AActor::Die (AActor *source, AActor *inflictor)
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int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
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gameinfo.gametype == GAME_Doom ? -GetDefault()->health : -GetDefault()->health/2));
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// Don't pass on a damage type this actor cannot handle
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// (most importantly prevent barrels from passing on ice damage)
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// Don't pass on a damage type this actor cannot handle.
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// (most importantly, prevent barrels from passing on ice damage.)
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// Massacre must be preserved though.
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if (DamageType != NAME_Massacre) DamageType =NAME_None;
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if (DamageType != NAME_Massacre)
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{
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DamageType = NAME_None;
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}
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if ((health<gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
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if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
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{ // Extreme death
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diestate = FindState (NAME_Death, NAME_Extreme, true);
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// if a non-player mark as extremely dead for the crash state.
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if (diestate != NULL && player == NULL && health >= gibhealth) health = gibhealth-1;
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// If a non-player, mark as extremely dead for the crash state.
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if (diestate != NULL && player == NULL && health >= gibhealth)
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{
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health = gibhealth - 1;
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}
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// For players, mark the appropriate flag.
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else if (player != NULL)
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{
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player->cheats |= CF_EXTREMELYDEAD;
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}
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}
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if (diestate == NULL)
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{ // Normal death
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@ -2390,6 +2390,10 @@ bool PTR_BounceTraverse (intercept_t *in)
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if (opentop - slidemo->z < slidemo->height)
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goto bounceblocking; // mobj is too high
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if (openbottom > slidemo->z)
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goto bounceblocking; // mobj is too low
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return true; // this line doesn't block movement
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// the line does block movement, see if it is closer than best so far
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@ -4893,7 +4893,7 @@ void AActor::Crash()
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!(flags3 & MF3_CRASHED) &&
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!(flags & MF_ICECORPSE))
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{
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FState * crashstate=NULL;
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FState *crashstate = NULL;
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if (DamageType != NAME_None)
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{
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@ -4904,7 +4904,7 @@ void AActor::Crash()
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int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
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gameinfo.gametype == GAME_Doom ? -GetDefault()->health : -GetDefault()->health/2));
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if (health<gibhealth)
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if (health < gibhealth)
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{ // Extreme death
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crashstate = FindState (NAME_Crash, NAME_Extreme);
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}
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@ -129,6 +129,7 @@ protected:
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HANDLE PlayerThread;
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HANDLE PauseEvent;
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HANDLE ExitEvent;
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HANDLE TicEvent;
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HANDLE VolumeChangeEvent;
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DWORD SavedVolume;
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bool VolumeWorks;
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