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- fixed: Line type 49 was wrong for all games. Fixed by adding a new Ceiling_CrushAndRaiseDist special. (thanks to Gez for the patch)
SVN r3348 (trunk)
This commit is contained in:
parent
ddd5fe7535
commit
5d7ee4dbfd
7 changed files with 24 additions and 11 deletions
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@ -146,6 +146,7 @@ DEFINE_SPECIAL(Sector_Set3DFloor, 160, -1, -1, 5)
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DEFINE_SPECIAL(Sector_SetContents, 161, -1, -1, 3)
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// [RH] Begin new specials for ZDoom
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DEFINE_SPECIAL(Ceiling_CrushAndRaiseDist, 168, 3, 5, 5)
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DEFINE_SPECIAL(Generic_Crusher2, 169, 5, 5, 5)
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DEFINE_SPECIAL(Sector_SetCeilingScale2, 170, 3, 3, 3)
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DEFINE_SPECIAL(Sector_SetFloorScale2, 171, 3, 3, 3)
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@ -133,6 +133,7 @@ void DCeiling::Tick ()
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilCrushAndRaiseDist:
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m_Direction = -1;
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m_Speed = m_Speed1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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@ -164,6 +165,7 @@ void DCeiling::Tick ()
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilCrushAndRaiseDist:
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case ceilCrushRaiseAndStay:
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m_Speed = m_Speed2;
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m_Direction = 1;
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@ -193,6 +195,7 @@ void DCeiling::Tick ()
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilCrushAndRaiseDist:
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case ceilLowerAndCrush:
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case ceilLowerAndCrushDist:
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if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
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@ -254,6 +257,7 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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switch (type)
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{
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case ceilCrushAndRaise:
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case ceilCrushAndRaiseDist:
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case ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.d;
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case ceilLowerAndCrush:
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@ -263,7 +267,7 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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{
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targheight += 8*FRACUNIT;
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}
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else if (type == ceilLowerAndCrushDist)
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else if (type == ceilLowerAndCrushDist || type == ceilCrushAndRaiseDist)
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{
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targheight += height;
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}
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@ -505,7 +509,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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// Reactivate in-stasis ceilings...for certain types.
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// This restarts a crusher after it has been stopped
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if (type == DCeiling::ceilCrushAndRaise)
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if (type == DCeiling::ceilCrushAndRaise || type == DCeiling::ceilCrushAndRaiseDist)
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{
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P_ActivateInStasisCeiling (tag);
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}
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@ -616,6 +616,12 @@ FUNC(LS_Ceiling_CrushAndRaiseA)
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return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
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}
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FUNC(LS_Ceiling_CrushAndRaiseDist)
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// Ceiling_CrushAndRaiseDist (tag, dist, speed, damage, crushtype)
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{
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return EV_DoCeiling (DCeiling::ceilCrushAndRaiseDist, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 0, 0, CRUSHTYPE(arg4));
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}
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FUNC(LS_Ceiling_CrushAndRaiseSilentA)
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// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage, crushtype)
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{
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@ -3248,13 +3254,13 @@ lnSpecFunc LineSpecials[256] =
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/* 159 */ LS_NOP, // Sector_SetPlaneReflection in GZDoom
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/* 160 */ LS_NOP, // Sector_Set3DFloor in GZDoom and Vavoom
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/* 161 */ LS_NOP, // Sector_SetContents in GZDoom and Vavoom
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/* 162 */ LS_NOP,
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/* 163 */ LS_NOP,
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/* 164 */ LS_NOP,
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/* 165 */ LS_NOP,
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/* 166 */ LS_NOP,
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/* 167 */ LS_NOP,
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/* 168 */ LS_NOP,
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/* 162 */ LS_NOP, // Reserved Doom64 branch
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/* 163 */ LS_NOP, // Reserved Doom64 branch
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/* 164 */ LS_NOP, // Reserved Doom64 branch
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/* 165 */ LS_NOP, // Reserved Doom64 branch
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/* 166 */ LS_NOP, // Reserved Doom64 branch
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/* 167 */ LS_NOP, // Reserved Doom64 branch
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/* 168 */ LS_Ceiling_CrushAndRaiseDist,
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/* 169 */ LS_Generic_Crusher2,
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/* 170 */ LS_Sector_SetCeilingScale2,
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/* 171 */ LS_Sector_SetFloorScale2,
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@ -603,6 +603,7 @@ public:
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ceilLowerInstant,
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ceilRaiseInstant,
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ceilCrushAndRaise,
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ceilCrushAndRaiseDist,
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ceilLowerAndCrush,
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ceilLowerAndCrushDist,
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ceilCrushRaiseAndStay,
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@ -48,7 +48,7 @@ include "xlat/defines.i"
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46 = SHOOT|REP|MONST, Door_Open (tag, D_SLOW)
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47 = SHOOT, Plat_RaiseAndStayTx0 (tag, P_SLOW/2)
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48 = 0, Scroll_Texture_Left (SCROLL_UNIT)
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49 = USE, Ceiling_CrushAndRaiseA (tag, C_SLOW, C_SLOW, 10)
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49 = USE, Ceiling_CrushAndRaiseDist (tag, 8, C_SLOW, 10)
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50 = USE, Door_Close (tag, D_SLOW)
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51 = USE, Exit_Secret (0)
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52 = WALK, Exit_Normal (0)
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@ -4,6 +4,7 @@ include "xlat/base.txt"
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8 = WALK, Stairs_BuildUpDoom (tag, F_SLOW, 8)
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10 = WALK, Plat_DownWaitUpStayLip (tag, P_FAST, PLATWAIT, 0)
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36 = WALK, Floor_LowerToHighest (tag, F_FAST, 136, 1)
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49 = USE, Ceiling_LowerAndCrush (tag, C_SLOW, 0, 2)
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88 = WALK|REP, Plat_DownWaitUpStayLip (tag, P_FAST, PLATWAIT, 0)
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99 = 0, Scroll_Texture_Right (SCROLL_UNIT)
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100 = WALK|REP, Door_Raise (tag, D_SLOW*3, VDOORWAIT)
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@ -244,7 +244,7 @@ RetailOnly = 121
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189 = USE, ACS_LockedExecute (0, 0, 189, tag, 13)
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41 = USE, Ceiling_LowerToFloor (tag, C_SLOW)
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71 = USE, Floor_LowerToHighest (tag, F_FAST, 128)
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49 = USE, Ceiling_CrushAndRaiseA (tag, C_SLOW, C_SLOW, 10)
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49 = USE, Ceiling_CrushAndRaiseDist (tag, 8, C_SLOW, 0, 2)
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50 = USE, Door_Close (tag, D_SLOW)
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51 = USE, Teleport_EndGame (0)
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55 = USE, Floor_RaiseAndCrush (tag, F_SLOW, 10, 2)
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