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- fixed: 'level.frozen' still needs to be writable and have an effect.
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584dae85f4
commit
449610496f
3 changed files with 3 additions and 6 deletions
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@ -618,7 +618,7 @@ public:
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bool FromSnapshot; // The current map was restored from a snapshot
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bool FromSnapshot; // The current map was restored from a snapshot
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bool HasHeightSecs; // true if some Transfer_Heights effects are present in the map. If this is false, some checks in the renderer can be shortcut.
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bool HasHeightSecs; // true if some Transfer_Heights effects are present in the map. If this is false, some checks in the renderer can be shortcut.
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bool HasDynamicLights; // Another render optimization for maps with no lights at all.
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bool HasDynamicLights; // Another render optimization for maps with no lights at all.
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uint8_t frozenstate;
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int frozenstate;
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double teamdamage;
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double teamdamage;
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@ -201,7 +201,7 @@ enum ELevelFlags : unsigned int
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LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
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LEVEL2_LAXACTIVATIONMAPINFO = 0x00000008, // LEVEL_LAXMONSTERACTIVATION is not a default.
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LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
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LEVEL2_MISSILESACTIVATEIMPACT=0x00000010, // Missiles are the activators of SPAC_IMPACT events, not their shooters
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LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer
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// = 0x00000020, // unused
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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LEVEL2_KEEPFULLINVENTORY = 0x00000040, // doesn't reduce the amount of inventory items to 1
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@ -2797,9 +2797,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, isFrozen, isFrozen)
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void setFrozen(FLevelLocals *self, int on)
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void setFrozen(FLevelLocals *self, int on)
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{
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{
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self->frozenstate = (self->frozenstate & ~1) | !!on;
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self->frozenstate = (self->frozenstate & ~1) | !!on;
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// For compatibility. The engine itself never checks this.
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if (on) self->flags2 |= LEVEL2_FROZEN;
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else self->flags2 &= ~LEVEL2_FROZEN;
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, setFrozen, setFrozen)
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, setFrozen, setFrozen)
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@ -2889,6 +2886,7 @@ DEFINE_FIELD(FLevelLocals, outsidefogdensity)
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DEFINE_FIELD(FLevelLocals, skyfog)
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DEFINE_FIELD(FLevelLocals, skyfog)
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DEFINE_FIELD(FLevelLocals, pixelstretch)
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DEFINE_FIELD(FLevelLocals, pixelstretch)
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DEFINE_FIELD(FLevelLocals, deathsequence)
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DEFINE_FIELD(FLevelLocals, deathsequence)
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DEFINE_FIELD_BIT(FLevelLocals, frozenstate, frozen, 1) // still needed for backwards compatibility.
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DEFINE_FIELD_BIT(FLevelLocals, flags, noinventorybar, LEVEL_NOINVENTORYBAR)
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DEFINE_FIELD_BIT(FLevelLocals, flags, noinventorybar, LEVEL_NOINVENTORYBAR)
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DEFINE_FIELD_BIT(FLevelLocals, flags, monsterstelefrag, LEVEL_MONSTERSTELEFRAG)
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DEFINE_FIELD_BIT(FLevelLocals, flags, monsterstelefrag, LEVEL_MONSTERSTELEFRAG)
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@ -2901,7 +2899,6 @@ DEFINE_FIELD_BIT(FLevelLocals, flags2, checkswitchrange, LEVEL2_CHECKSWITCHRANGE
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DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, allowrespawn, LEVEL2_ALLOWRESPAWN)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, allowrespawn, LEVEL2_ALLOWRESPAWN)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, frozen, LEVEL2_FROZEN)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, infinite_flight, LEVEL2_INFINITE_FLIGHT)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, infinite_flight, LEVEL2_INFINITE_FLIGHT)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, no_dlg_freeze, LEVEL2_CONV_SINGLE_UNFREEZE)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, no_dlg_freeze, LEVEL2_CONV_SINGLE_UNFREEZE)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, keepfullinventory, LEVEL2_KEEPFULLINVENTORY)
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DEFINE_FIELD_BIT(FLevelLocals, flags2, keepfullinventory, LEVEL2_KEEPFULLINVENTORY)
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