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- use map time, not hub time for map actions.
This commit is contained in:
parent
3364988680
commit
3c14a7db76
11 changed files with 42 additions and 42 deletions
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@ -182,9 +182,9 @@ static FRandom pr_bbannounce ("BBAnnounce");
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void DoVoiceAnnounce (const char *sound)
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{
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// Don't play announcements too close together
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if (LastAnnounceTime == 0 || LastAnnounceTime <= level.time-5)
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if (LastAnnounceTime == 0 || LastAnnounceTime <= currentUILevel->time-5)
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{
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LastAnnounceTime = level.time;
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LastAnnounceTime = currentUILevel->time;
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S_Sound (CHAN_VOICE, sound, 1, ATTN_NONE);
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}
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}
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@ -95,7 +95,7 @@ void P_Ticker (void)
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DPSprite::NewTick();
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// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
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if ((level.time & 3) == 0)
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if ((level.maptime & 3) == 0)
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{
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if (bglobal.changefreeze)
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{
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@ -635,9 +635,9 @@ struct LevelLocals native
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native readonly Array<@Vertex> Vertexes;
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native internal Array<@SectorPortal> SectorPortals;
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native readonly int time;
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deprecated("3.8") native readonly int time;
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native readonly int maptime;
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native readonly int totaltime;
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deprecated("3.8") native readonly int totaltime;
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native readonly int starttime;
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native readonly int partime;
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native readonly int sucktime;
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@ -648,10 +648,10 @@ struct LevelLocals native
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native readonly String MapName;
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native String NextMap;
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native String NextSecretMap;
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native String F1Pic;
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deprecated("3.8") native readonly String F1Pic;
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native readonly int maptype;
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native readonly String Music;
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native readonly int musicorder;
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deprecated("3.8") native readonly String Music;
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deprecated("3.8") native readonly int musicorder;
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native readonly TextureID skytexture1;
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native readonly TextureID skytexture2;
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native float skyspeed1;
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@ -696,7 +696,7 @@ struct LevelLocals native
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native int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
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native static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
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native static void StartSlideshow(Name whichone = 'none');
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native static void WorldDone();
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native void WorldDone();
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native static void RemoveAllBots(bool fromlist);
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native ui Vector2 GetAutomapPosition();
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native void SetInterMusic(String nextmap);
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@ -310,7 +310,7 @@ class Whirlwind : Actor
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target.Vel.Y += Random2[WhirlwindDamage]() / 64.;
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}
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if ((level.time & 16) && !target.bBoss && !target.bDontThrust)
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if ((Level.maptime & 16) && !target.bBoss && !target.bDontThrust)
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{
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randVal = min(160, random[WhirlwindSeek]());
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target.Vel.Z += randVal / 32.;
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@ -319,7 +319,7 @@ class Whirlwind : Actor
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target.Vel.Z = 12;
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}
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}
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if (!(level.time & 7))
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if (!(Level.maptime & 7))
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{
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target.DamageMobj (null, target, 3, 'Melee');
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}
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@ -461,7 +461,7 @@ class HolySpirit : Actor
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}
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VelFromAngle();
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if (!(level.time&15)
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if (!(Level.maptime&15)
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|| pos.z > target.pos.z + target.height
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|| pos.z + height < target.pos.z)
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{
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@ -503,7 +503,7 @@ class HolySpirit : Actor
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if (tracer)
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{
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CHolySeekerMissile (args[0], args[0]*2.);
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if (!((level.time+7)&15))
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if (!((Level.maptime+7)&15))
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{
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args[0] = 5+(random[HolySeeker]()/20);
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}
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@ -430,7 +430,7 @@ class KoraxSpirit : Actor
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}
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VelFromAngle();
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if (!(level.time&15)
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if (!(Level.maptime&15)
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|| pos.z > target.pos.z + target.Default.Height
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|| pos.z + height < target.pos.z)
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{
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@ -121,7 +121,7 @@ class Lightning : Actor
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thing.Vel.X += Vel.X / 16;
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thing.Vel.Y += Vel.Y / 16;
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}
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if ((!thing.player && !thing.bBoss) || !(level.time&1))
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if ((!thing.player && !thing.bBoss) || !(Level.maptime & 1))
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{
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thing.DamageMobj(self, target, 3, 'Electric');
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A_PlaySound(AttackSound, CHAN_WEAPON|CHAN_NOSTOP, 1, false);
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@ -411,7 +411,7 @@ class LightningZap : Actor
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{
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lmo.tracer = thing;
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}
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if (!(level.time&3))
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if (!(Level.maptime&3))
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{
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lmo.health--;
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}
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@ -364,7 +364,7 @@ class PowerInvulnerable : Powerup
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// Don't mess with the translucency settings if an
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// invisibility powerup is active.
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let alpha = Owner.Alpha;
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if (!(level.time & 7) && alpha > 0 && alpha < 1)
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if (!(Level.maptime & 7) && alpha > 0 && alpha < 1)
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{
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if (alpha == HX_SHADOW)
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{
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@ -376,7 +376,7 @@ class PowerInvulnerable : Powerup
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Owner.bNonShootable = true;
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}
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}
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if (!(level.time & 31))
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if (!(Level.maptime & 31))
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{
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if (alpha == 0)
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{
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@ -806,7 +806,7 @@ class PowerMask : PowerIronFeet
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override void DoEffect ()
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{
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Super.DoEffect ();
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if (!(level.time & 0x3f))
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if (!(Level.maptime & 0x3f))
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{
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Owner.A_PlaySound ("misc/mask", CHAN_AUTO);
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}
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@ -894,7 +894,7 @@ class PowerTorch : PowerLightAmp
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{
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Powerup.DoEffect ();
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if (!(level.time & 16) && Owner.player != NULL)
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if (!(Level.maptime & 16) && Owner.player != NULL)
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{
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if (NewTorch != 0)
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{
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@ -1014,7 +1014,7 @@ class PowerFlight : Powerup
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}
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TextureID picnum = TexMan.CheckForTexture ("SPFLY0", TexMan.Type_MiscPatch);
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int frame = (level.time/3) & 15;
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int frame = (Level.maptime/3) & 15;
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if (!picnum.isValid())
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{
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@ -1191,7 +1191,7 @@ class PowerSpeed : Powerup
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if (NoTrail)
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return;
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if (level.time & 1)
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if (Level.maptime & 1)
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return;
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// Check if another speed item is present to avoid multiple drawing of the speed trail.
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@ -1529,7 +1529,7 @@ class PowerTimeFreezer : Powerup
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EffectTics++;
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}
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// Make sure the effect starts and ends on an even tic.
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if ((level.time & 1) == 0)
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if ((Level.maptime & 1) == 0)
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{
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level.frozen = true;;
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}
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@ -1553,14 +1553,14 @@ class PowerTimeFreezer : Powerup
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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// will get thrown off.
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// [ED850] Don't change it if the player is predicted either.
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if (level.time & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
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if (Level.maptime & 1 || (Owner != null && Owner.player != null && Owner.player.cheats & CF_PREDICTING))
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{
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return;
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}
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// [RH] The "blinking" can't check against EffectTics exactly or it will
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// never happen, because InitEffect ensures that EffectTics will always
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// be odd when level.time is even.
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level.frozen = ( EffectTics > 4*32
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// be odd when Level.maptime is even.
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Level.frozen = ( EffectTics > 4*32
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|| (( EffectTics > 3*32 && EffectTics <= 4*32 ) && ((EffectTics + 1) & 15) != 0 )
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|| (( EffectTics > 2*32 && EffectTics <= 3*32 ) && ((EffectTics + 1) & 7) != 0 )
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|| (( EffectTics > 32 && EffectTics <= 2*32 ) && ((EffectTics + 1) & 3) != 0 )
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@ -1791,7 +1791,7 @@ class PowerRegeneration : Powerup
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override void DoEffect()
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{
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Super.DoEffect();
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if (Owner != null && Owner.health > 0 && (level.time & 31) == 0)
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if (Owner != null && Owner.health > 0 && (Level.maptime & 31) == 0)
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{
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if (Owner.GiveBody(int(Strength)))
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{
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@ -267,12 +267,12 @@ class PathFollower : Actor
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bJustStepped = false;
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if (CurrNode.args[2])
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{
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HoldTime = level.time + CurrNode.args[2] * TICRATE / 8;
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HoldTime = Level.maptime + CurrNode.args[2] * TICRATE / 8;
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SetXYZ(CurrNode.Pos);
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}
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}
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if (HoldTime > level.time)
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if (HoldTime > Level.maptime)
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return;
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// Splines must have a previous node.
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@ -585,7 +585,7 @@ class PlayerPawn : Actor
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{
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if (player.health > 0)
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{
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angle = level.time / (120 * TICRATE / 35.) * 360.;
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angle = Level.maptime / (120 * TICRATE / 35.) * 360.;
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bob = player.GetStillBob() * sin(angle);
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}
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else
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@ -595,7 +595,7 @@ class PlayerPawn : Actor
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}
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else
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{
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angle = level.time / (20 * TICRATE / 35.) * 360.;
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angle = Level.maptime / (20 * TICRATE / 35.) * 360.;
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bob = player.bob * sin(angle) * (waterlevel > 1 ? 0.25f : 0.5f);
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}
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@ -734,7 +734,7 @@ class PlayerPawn : Actor
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if ((player.cmd.buttons & BT_USE ||
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((multiplayer || alwaysapplydmflags) && sv_forcerespawn)) && !sv_norespawn)
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{
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if (level.time >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
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if (Level.maptime >= player.respawn_time || ((player.cmd.buttons & BT_USE) && player.Bot == NULL))
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{
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player.cls = NULL; // Force a new class if the player is using a random class
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player.playerstate = (multiplayer || level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn)) ? PST_REBORN : PST_ENTER;
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@ -1518,7 +1518,7 @@ class PlayerPawn : Actor
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virtual void CheckPoison()
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{
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let player = self.player;
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if (player.poisoncount && !(level.time & 15))
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if (player.poisoncount && !(Level.maptime & 15))
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{
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player.poisoncount -= 5;
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if (player.poisoncount < 0)
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@ -1542,7 +1542,7 @@ class PlayerPawn : Actor
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{
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let player = self.player;
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int maxhealth = GetMaxHealth(true);
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if ((level.time % TICRATE) == 0 && player.health > maxhealth)
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if ((Level.maptime % TICRATE) == 0 && player.health > maxhealth)
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{
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if (player.health - 5 < maxhealth)
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player.health = maxhealth;
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@ -1570,9 +1570,9 @@ class PlayerPawn : Actor
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{
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ResetAirSupply();
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}
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else if (player.air_finished <= level.time && !(level.time & 31))
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else if (player.air_finished <= Level.maptime && !(Level.maptime & 31))
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{
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DamageMobj(NULL, NULL, 2 + ((level.time - player.air_finished) / TICRATE), 'Drowning');
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DamageMobj(NULL, NULL, 2 + ((Level.maptime - player.air_finished) / TICRATE), 'Drowning');
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}
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}
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}
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@ -1647,7 +1647,7 @@ class PlayerPawn : Actor
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if (player.hazardcount)
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{
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player.hazardcount--;
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if (!(level.time % player.hazardinterval) && player.hazardcount > 16*TICRATE)
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if (!(Level.maptime % player.hazardinterval) && player.hazardcount > 16*TICRATE)
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player.mo.DamageMobj (NULL, NULL, 5, player.hazardtype);
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}
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player.mo.CheckPoison();
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@ -1898,7 +1898,7 @@ class PlayerPawn : Actor
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// This problem is only detectable when it's too late to do something about it...
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ThrowAbortException("Cannot give morph item '%s' when starting a game!", di.Name);
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}
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}
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}
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let weap = Weapon(item);
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if (weap != NULL && weap.CheckAmmo(Weapon.EitherFire, false))
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{
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@ -2334,7 +2334,7 @@ class PlayerPawn : Actor
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for (int i = 0; i < 2; i++)
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{
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// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
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double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(level.time - 1 + i)) * (360. / 8192.);
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double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(Level.maptime - 1 + i)) * (360. / 8192.);
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// [RH] Smooth transitions between bobbing and not-bobbing frames.
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// This also fixes the bug where you can "stick" a weapon off-center by
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@ -2432,13 +2432,13 @@ class PlayerPawn : Actor
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virtual bool ResetAirSupply (bool playgasp = true)
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{
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let player = self.player;
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bool wasdrowning = (player.air_finished < level.time);
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bool wasdrowning = (player.air_finished < Level.maptime);
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if (playgasp && wasdrowning)
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{
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A_PlaySound("*gasp", CHAN_VOICE);
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}
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if (level.airsupply > 0 && AirCapacity > 0) player.air_finished = level.time + int(level.airsupply * AirCapacity);
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if (Level.airsupply > 0 && AirCapacity > 0) player.air_finished = Level.maptime + int(Level.airsupply * AirCapacity);
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else player.air_finished = int.max;
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return wasdrowning;
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}
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@ -7,7 +7,7 @@ extend class Actor
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void A_FLoopActiveSound()
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{
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if (ActiveSound != 0 && !(level.time & 7))
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if (ActiveSound != 0 && !(Level.maptime & 7))
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{
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A_PlaySound (ActiveSound, CHAN_VOICE);
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}
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