Update to ZDoom r1905:

- Added Gez's seeker missile submission.
- Added Gez's thing activation submission.
- added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed: AAmbientSound::Serialize was adjusting its timer value for savegames
  even when it was set to a 'don't check' value.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@539 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-10-10 11:37:36 +00:00
parent a3df4aba14
commit 33a4058533
22 changed files with 398 additions and 225 deletions

View file

@ -342,12 +342,24 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
// Generic seeker missile function
//
//==========================================================================
static FRandom pr_seekermissile ("SeekerMissile");
enum
{
SMF_LOOK = 1,
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
ACTION_PARAM_START(2);
ACTION_PARAM_START(5);
ACTION_PARAM_INT(ang1, 0);
ACTION_PARAM_INT(ang2, 1);
ACTION_PARAM_INT(flags, 2);
ACTION_PARAM_INT(chance, 3);
ACTION_PARAM_INT(distance, 4);
if ((flags & SMF_LOOK) && (self->tracer == 0) && (pr_seekermissile()<chance))
{
self->tracer = P_RoughMonsterSearch (self, distance);
}
P_SeekerMissile(self, clamp<int>(ang1, 0, 90) * ANGLE_1, clamp<int>(ang2, 0, 90) * ANGLE_1);
}