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Merge branch 'master' of c:\programming\doom-dev\zdoom
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commit
279b939521
5 changed files with 11 additions and 4 deletions
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@ -407,9 +407,11 @@ enum ActorRenderFlag
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RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented
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RF_SPRITETYPEMASK = 0x7000, // ---Different sprite types, not all implemented
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RF_FACESPRITE = 0x0000, // Face sprite
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RF_FACESPRITE = 0x0000, // Face sprite
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RF_WALLSPRITE = 0x1000, // Wall sprite
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RF_WALLSPRITE = 0x1000, // Wall sprite
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RF_FLOORSPRITE = 0x2000, // Floor sprite
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RF_FLATSPRITE = 0x2000, // Flat sprite
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RF_VOXELSPRITE = 0x3000, // Voxel object
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RF_VOXELSPRITE = 0x3000, // Voxel object
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
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RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
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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)
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int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
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int anglespeed = tagManager.GetFirstSectorTag(sec) - 100;
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double speed = (anglespeed % 10) / 16.;
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double speed = (anglespeed % 10) / 16.;
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DAngle an = (anglespeed / 10) * (360 / 8.);
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DAngle an = (anglespeed / 10) * (360 / 8.);
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self->VelFromAngle(an, speed);
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self->Thrust(an, speed);
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}
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}
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}
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}
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return 0;
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return 0;
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@ -7068,3 +7068,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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}
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}
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ACTION_RETURN_BOOL(true);
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ACTION_RETURN_BOOL(true);
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}
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}
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@ -265,6 +265,11 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
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DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
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DEFINE_FLAG(RF, ROLLSPRITE, AActor, renderflags), // [marrub] roll the sprite billboard
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// [fgsfds] Flat sprites
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DEFINE_FLAG(RF, FLATSPRITE, AActor, renderflags),
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DEFINE_FLAG(RF, WALLSPRITE, AActor, renderflags),
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DEFINE_FLAG(RF, DONTFLIP, AActor, renderflags),
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// Bounce flags
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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@ -34,8 +34,7 @@ ACTOR Actor native //: Thinker
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DefThreshold 100
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DefThreshold 100
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BloodType "Blood", "BloodSplatter", "AxeBlood"
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BloodType "Blood", "BloodSplatter", "AxeBlood"
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ExplosionDamage 128
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ExplosionDamage 128
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MissileHeight 32
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MissileHeight 32
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// Functions
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// Functions
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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