gzdoom-gles/wadsrc/decorate
Christoph Oelckers 29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +00:00
..
doom - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE. 2006-11-04 13:06:42 +00:00
heretic - Unlimited the monster pain sounds in Hexen after playing as the Cleric a 2006-06-20 20:30:39 +00:00
hexen - Converted a_doomhealth.cpp to DECORATE. 2006-06-17 20:29:41 +00:00
raven - When exiting the level on a damaging floor the player could be in the pain 2006-10-04 07:45:44 +00:00
shared - Added a type check to Spawn(actorname,...) to allow it to print a 2006-07-31 10:22:53 +00:00
strife - Fixed: The sky scrolling calculations caused an integer multiplication overflow. 2006-09-17 10:43:51 +00:00
decorate.txt - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE. 2006-11-04 13:06:42 +00:00