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- fixed blue colormap
- Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. SVN r1727 (trunk)
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6 changed files with 29 additions and 13 deletions
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@ -1,4 +1,9 @@
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July 16, 2009
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July 17, 2009 (Changes by Graf Zahl)
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- fixed blue colormap
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- Added parameters to A_VileAttack.
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- Removed redundant definition of use_joystick from SDL/i_input.cpp.
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July 16, 2009
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- Turned net decompression into a non fatal error. It now drops the packet
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and waits for the sender to send a new, hopefully good, packet.
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- Reduced potential for overflow in R_ProjectSprite().
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@ -1,5 +1,5 @@
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===============================================================================
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Universal Doom Map Format ZDoom extensions v1.7 - 07.06.2009
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Universal Doom Map Format ZDoom extensions v1.8 - 16.07.2009
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Copyright (c) 2008 Christoph Oelckers.
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@ -200,7 +200,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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This affects the following specials:
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121: Line_SetIdentification, arg1
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208: TranslucentLine, arg2
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208: TranslucentLine, arg3
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These args are to be converted as follows to flags, bit by bit:
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@ -250,6 +250,10 @@ Added blockuse line flag.
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1.7 07.06.2009
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Added sidedef scaling properties and side specific clipmidtex and wrapmidtex.
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1.8 16.07.2009
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Added NoDecals sidedef option
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Fixed conversion specifications for TranslucentLine special.
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===============================================================================
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EOF
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===============================================================================
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@ -101,8 +101,16 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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//
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// A_VileAttack
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//
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DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_SOUND(snd,0);
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ACTION_PARAM_INT(dmg,1);
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ACTION_PARAM_INT(blastdmg,2);
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ACTION_PARAM_INT(blastrad,2);
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ACTION_PARAM_FIXED(thrust,3);
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ACTION_PARAM_NAME(dmgtype,4);
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AActor *fire, *target;
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int an;
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@ -114,10 +122,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
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if (!P_CheckSight (self, target, 0) )
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return;
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S_Sound (self, CHAN_WEAPON, "vile/stop", 1, ATTN_NORM);
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P_TraceBleed (20, target);
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P_DamageMobj (target, self, self, 20, NAME_None);
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target->velz = 1000 * FRACUNIT / target->Mass;
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S_Sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
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P_TraceBleed (dmg, target);
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P_DamageMobj (target, self, self, dmg, NAME_None);
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target->velz = Scale(thrust, 1000, target->Mass);
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an = self->angle >> ANGLETOFINESHIFT;
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@ -130,6 +138,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileAttack)
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target->y - FixedMul (24*FRACUNIT, finesine[an]),
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target->z);
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P_RadiusAttack (fire, self, 70, 70, NAME_Fire, false);
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P_RadiusAttack (fire, self, blastdmg, blastrad, dmgtype, false);
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}
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}
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@ -31,7 +31,6 @@ CVAR (Bool, use_mouse, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, m_noprescale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, m_filter, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, sdl_nokeyrepeat, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, use_joystick, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, fullscreen)
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@ -443,8 +443,8 @@ void InitPalette ()
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intensity = ((GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37));
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shade[c] = ColorMatcher.Pick (
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MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), 0, 0 );
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shade[c] = ColorMatcher.Pick (0, 0,
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MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ));
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}
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// desaturated colormaps
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@ -60,7 +60,7 @@ ACTOR Actor native //: Thinker
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action native A_VileChase();
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action native A_VileStart();
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action native A_VileTarget(class<Actor> fire = "ArchvileFire");
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action native A_VileAttack();
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action native A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire");
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action native A_StartFire();
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action native A_Fire(float spawnheight = 0);
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action native A_FireCrackle();
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