gzdoom-gles/src/g_doom/a_doomglobal.h
Christoph Oelckers ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00

45 lines
861 B
C++

#ifndef __A_DOOMGLOBAL_H__
#define __A_DOOMGLOBAL_H__
#include "dobject.h"
#include "info.h"
#include "d_player.h"
class ABossBrain : public AActor
{
DECLARE_ACTOR (ABossBrain, AActor)
};
class AScriptedMarine : public AActor
{
DECLARE_ACTOR (AScriptedMarine, AActor)
public:
enum EMarineWeapon
{
WEAPON_Dummy,
WEAPON_Fist,
WEAPON_BerserkFist,
WEAPON_Chainsaw,
WEAPON_Pistol,
WEAPON_Shotgun,
WEAPON_SuperShotgun,
WEAPON_Chaingun,
WEAPON_RocketLauncher,
WEAPON_PlasmaRifle,
WEAPON_Railgun,
WEAPON_BFG
};
void Activate (AActor *activator);
void Deactivate (AActor *activator);
void BeginPlay ();
void Tick ();
void SetWeapon (EMarineWeapon);
void SetSprite (const PClass *source);
void Serialize (FArchive &arc);
protected:
int SpriteOverride;
};
#endif //__A_DOOMGLOBAL_H__