* Updated to ZDoom r3829:

- Added two new PlayerPawn properties: GruntSpeed and FallingScreamSpeed.
- Since the string builder stuff takes care of recursive print calls now, the PCD_CALLs don't need to save it as part of the state when calling functions.
- Clear the shootable flag in P_ExplodeMissile().
- Fixed: The new HUD message layers were not declared for the garbage collector.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1444 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2012-08-14 13:12:30 +00:00
parent 799d2575e9
commit ff66809d94
8 changed files with 48 additions and 17 deletions

View file

@ -463,6 +463,16 @@ void APlayerPawn::Serialize (FArchive &arc)
<< DamageFade
<< PlayerFlags
<< FlechetteType;
if (SaveVersion < 3829)
{
GruntSpeed = 12*FRACUNIT;
FallingScreamMinSpeed = 35*FRACUNIT;
FallingScreamMaxSpeed = 40*FRACUNIT;
}
else
{
arc << GruntSpeed << FallingScreamMinSpeed << FallingScreamMaxSpeed;
}
}
//===========================================================================
@ -2383,8 +2393,8 @@ void P_PlayerThink (player_t *player)
P_PlayerInSpecialSector (player);
}
P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
if (player->mo->velz <= -35*FRACUNIT &&
player->mo->velz >= -40*FRACUNIT && !player->morphTics &&
if (player->mo->velz <= -player->mo->FallingScreamMinSpeed &&
player->mo->velz >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
player->mo->waterlevel == 0)
{
int id = S_FindSkinnedSound (player->mo, "*falling");