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- fixed. Boom's generalized crushers must stop 8 units above the floor
This required changing the special, so a new one was added to avoid altering Generic_Crusher.
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15521e5181
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4 changed files with 11 additions and 1 deletions
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@ -272,6 +272,7 @@ DEFINE_SPECIAL(Ceiling_MoveToValueAndCrush, 280, 4, 5, 5)
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DEFINE_SPECIAL(Line_SetAutomapFlags, 281, 3, 3, 3)
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DEFINE_SPECIAL(Line_SetAutomapFlags, 281, 3, 3, 3)
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DEFINE_SPECIAL(Line_SetAutomapStyle, 282, 2, 2, 2)
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DEFINE_SPECIAL(Line_SetAutomapStyle, 282, 2, 2, 2)
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DEFINE_SPECIAL(Polyobj_StopSound, 283, 1, 1, 1)
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DEFINE_SPECIAL(Polyobj_StopSound, 283, 1, 1, 1)
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DEFINE_SPECIAL(Generic_CrusherDist, 284, 5, 5, 5)
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DEFINE_SPECIAL(Line_QuickPortal, 301, -1, -1, 1)
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DEFINE_SPECIAL(Line_QuickPortal, 301, -1, -1, 1)
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@ -941,6 +941,13 @@ FUNC(LS_Generic_Crusher2)
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SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, DCeiling::ECrushMode::crushHexen);
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SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, DCeiling::ECrushMode::crushHexen);
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}
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}
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FUNC(LS_Generic_CrusherDist)
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// Generic_CrusherDist (tag, dnspeed, upspeed, silent, damage)
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{
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return Level->EV_DoCeiling(DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
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SPEED(arg2), 8, arg4, arg3 ? 2 : 0, 0, (arg1 <= 24 && arg2 <= 24) ? DCeiling::ECrushMode::crushSlowdown : DCeiling::ECrushMode::crushDoom);
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}
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FUNC(LS_Plat_PerpetualRaise)
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FUNC(LS_Plat_PerpetualRaise)
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// Plat_PerpetualRaise (tag, speed, delay)
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// Plat_PerpetualRaise (tag, speed, delay)
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{
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{
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@ -3863,6 +3870,7 @@ static lnSpecFunc LineSpecials[] =
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/* 281 */ LS_Line_SetAutomapFlags,
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/* 281 */ LS_Line_SetAutomapFlags,
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/* 282 */ LS_Line_SetAutomapStyle,
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/* 282 */ LS_Line_SetAutomapStyle,
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/* 283 */ LS_Polyobj_StopSound,
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/* 283 */ LS_Polyobj_StopSound,
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/* 284 */ LS_Generic_CrusherDist
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};
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};
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#define DEFINE_SPECIAL(name, num, min, max, mmax) {#name, num, min, max, mmax},
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#define DEFINE_SPECIAL(name, num, min, max, mmax) {#name, num, min, max, mmax},
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@ -82,6 +82,7 @@ void FHWModelRenderer::EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf)
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
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void FHWModelRenderer::BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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{
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthFunc(DF_LEqual);
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state.SetDepthClamp(true);
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// [BB] In case the model should be rendered translucent, do back face culling.
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// [BB] In case the model should be rendered translucent, do back face culling.
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// This solves a few of the problems caused by the lack of depth sorting.
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// This solves a few of the problems caused by the lack of depth sorting.
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@ -421,7 +421,7 @@ include "xlat/defines.i"
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// Generalized crusher (tag, dnspeed, upspeed, silent, damage)
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// Generalized crusher (tag, dnspeed, upspeed, silent, damage)
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[Generic_Crusher] (0x2f80, 0x2fff)
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[Generic_CrusherDist] (0x2f80, 0x2fff)
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{
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{
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flags |= 0x0020 [0x0020 : MONST]
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flags |= 0x0020 [0x0020 : MONST]
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arg2 = 0x0018 [0x0000 : C_SLOW,
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arg2 = 0x0018 [0x0000 : C_SLOW,
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