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https://github.com/ZDoom/gzdoom-gles.git
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063c85b157
with an FString now. - Fixed: The music strings in the default level info were never freed and caused memory leaks when used repeatedly. - Fixed: The intermusic string in the level info was never freed. - Fixed: The default fire obituary should only be printed if the damage came from the environment. If it comes from a monster the monster specific obituary should be used instead. - Added custom damage types from the floating point test release. - Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also be used by other actors so a more generalized approach is needed than hard coding it into the Pain Elemental. - Converted a few of Doom's monsters to DECORATE because I couldn't test the first version of the custom state code with the corpses inheriting from them. - Added custom states from last year's floating point test release and fixed some bugs I found in that code. Unfortunately it wasn't all salvageable and it was easier to recreate some parts from scratch. SVN r368 (trunk)
84 lines
2.6 KiB
C
84 lines
2.6 KiB
C
/*
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** p_terrain.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __P_TERRAIN_H__
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#define __P_TERRAIN_H__
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#include "dobject.h"
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#include "m_fixed.h"
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#include "tarray.h"
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#include "name.h"
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extern TArray<BYTE> TerrainTypes;
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// at game start
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void P_InitTerrainTypes ();
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struct FSplashDef
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{
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FName Name;
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int SmallSplashSound;
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int NormalSplashSound;
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const PClass *SmallSplash;
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const PClass *SplashBase;
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const PClass *SplashChunk;
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BYTE ChunkXVelShift;
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BYTE ChunkYVelShift;
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BYTE ChunkZVelShift;
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fixed_t ChunkBaseZVel;
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fixed_t SmallSplashClip;
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bool NoAlert;
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};
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struct FTerrainDef
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{
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FName Name;
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int Splash;
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int DamageAmount;
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FName DamageMOD;
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int DamageTimeMask;
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fixed_t FootClip;
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float StepVolume;
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int WalkStepTics;
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int RunStepTics;
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int LeftStepSound;
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int RightStepSound;
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bool IsLiquid;
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fixed_t Friction;
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fixed_t MoveFactor;
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};
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extern TArray<FSplashDef> Splashes;
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extern TArray<FTerrainDef> Terrains;
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#endif //__P_TERRAIN_H__
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