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Update to ZDoom r1921:
- added 'defaultterrain' option to terrain parser for mods that want to have a different default terrain than a generic solid surface. - added format char processing to A_Print(Bold) and all printable messages that can be defined in DECORATE. - Fixed: The railgun code ignored MF3_ALWAYSPUFF. - added desaturated translations. - added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg. - added ACS CheckActorClass function - fixed: When a blasted actor collided with another one this other actor's DONTBLAST flag was not checked. - added a global DamageFactor actor property. All damage this actor takes is multiplied by this factor in addition to damage type specific damage factors. - added better earthquake functions for ACS and DECORATE. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@549 b0f79afe-0144-0410-b225-9a4edf0717df
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22 changed files with 306 additions and 82 deletions
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@ -1699,7 +1699,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
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con_midtime = time;
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}
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C_MidPrint(font != NULL ? font : SmallFont, text);
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FString formatted = strbin1(text);
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C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
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con_midtime = saved;
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}
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}
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@ -1729,7 +1730,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
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con_midtime = time;
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}
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C_MidPrintBold(font != NULL ? font : SmallFont, text);
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FString formatted = strbin1(text);
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C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
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con_midtime = saved;
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}
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@ -1987,8 +1989,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(cnt, 0);
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ACTION_PARAM_STATE(state, 1);
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if (cnt<0 || cnt>=5) return;
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if (!self->args[cnt]--)
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@ -2003,7 +2006,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
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}
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else
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{
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self->SetState(self->FindState(NAME_Death));
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// can't use "Death" as default parameter with current DECORATE parser.
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if (state == NULL) state = self->FindState(NAME_Death);
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self->SetState(state);
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}
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}
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@ -2931,6 +2936,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
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self->angle += angle;
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}
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//===========================================================================
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//
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// A_Quake
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_INT(intensity, 0);
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ACTION_PARAM_INT(duration, 1);
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ACTION_PARAM_INT(damrad, 2);
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ACTION_PARAM_INT(tremrad, 3);
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ACTION_PARAM_SOUND(sound, 4);
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P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
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}
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//===========================================================================
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//
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// A_LineEffect
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