Merge branch 'master' of c:\programming\doom-dev\zdoom

This commit is contained in:
Christoph Oelckers 2016-07-04 00:44:52 +02:00
commit 279b939521
5 changed files with 11 additions and 4 deletions

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@ -407,9 +407,11 @@ enum ActorRenderFlag
RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented
RF_FACESPRITE = 0x0000, // Face sprite RF_FACESPRITE = 0x0000, // Face sprite
RF_WALLSPRITE = 0x1000, // Wall sprite RF_WALLSPRITE = 0x1000, // Wall sprite
RF_FLOORSPRITE = 0x2000, // Floor sprite RF_FLATSPRITE = 0x2000, // Flat sprite
RF_VOXELSPRITE = 0x3000, // Voxel object RF_VOXELSPRITE = 0x3000, // Voxel object
RF_INVISIBLE = 0x8000, // Don't bother drawing this actor RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting) RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting) RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)

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@ -317,7 +317,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
int anglespeed = tagManager.GetFirstSectorTag(sec) - 100; int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
double speed = (anglespeed % 10) / 16.; double speed = (anglespeed % 10) / 16.;
DAngle an = (anglespeed / 10) * (360 / 8.); DAngle an = (anglespeed / 10) * (360 / 8.);
self->VelFromAngle(an, speed); self->Thrust(an, speed);
} }
} }
return 0; return 0;

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@ -7068,3 +7068,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
} }
ACTION_RETURN_BOOL(true); ACTION_RETURN_BOOL(true);
} }

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@ -265,6 +265,11 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags), DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags), DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags), DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
// [fgsfds] Flat sprites
DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
// Bounce flags // Bounce flags
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags), DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),

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@ -34,8 +34,7 @@ ACTOR Actor native //: Thinker
DefThreshold 100 DefThreshold 100
BloodType "Blood", "BloodSplatter", "AxeBlood" BloodType "Blood", "BloodSplatter", "AxeBlood"
ExplosionDamage 128 ExplosionDamage 128
MissileHeight 32 MissileHeight 32
// Functions // Functions
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false); native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);