mirror of
https://github.com/ZDoom/gzdoom.git
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SVN r54 (trunk)
This commit is contained in:
parent
c3c22c9453
commit
8e631eca0b
16 changed files with 120 additions and 23 deletions
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@ -1,3 +1,21 @@
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April 18, 2006 (Changes by Graf Zahl)
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- Fixed A_CHolyAttack used linetarget to set the spirits' target actor.
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But it assumed that this variable was still valid from shooting the
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weapon. Not only is that not guaranteed. When used by the ClericBoss
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it is an unwanted effect because the linetarget is most likely the
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last thing the player fired at which normally is the ClericBoss itself.
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A_CHolyAttack now sets tracer to the intended target instead of
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relying on linetarget being preserved.
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- Fixed: Strife's grenades only bounce twice off the floor. They also
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bounce off all actors and immediately explode when hitting liquids.
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- Fixed: Strife's flame thrower gives 100 ammo as a pickup item but only
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40 when given in a dialog.
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- Moved the sky change script starts for the Programmer into MAPINFO as
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special death actions.
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- Changed the sky in MAP09 of Strife to the blue sky to make it more
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consistent. Now the sky change occurs when the player wakes up after
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fighting the programmer.
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April 18, 2006
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April 18, 2006
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- Fixed: FBaseStatusBar::DrBNumber() should behave like Doom's
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- Fixed: FBaseStatusBar::DrBNumber() should behave like Doom's
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STlib_drawNum(), and FDoomStatusBarTexture::DrawToBar() should add
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STlib_drawNum(), and FDoomStatusBarTexture::DrawToBar() should add
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@ -276,6 +276,8 @@ enum
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MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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MF5_BOUNCEONACTORS = 0x00000008, // bouncing missile doesn't explode when it hits an actor
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MF5_EXPLODEONWATER = 0x00000010, // bouncing missile explpdes when hitting a water surface
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -649,6 +651,7 @@ public:
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WORD SpawnFlags;
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WORD SpawnFlags;
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fixed_t meleerange;
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fixed_t meleerange;
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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// a linked list of sectors where this object appears
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// a linked list of sectors where this object appears
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struct msecnode_s *touching_sectorlist; // phares 3/14/98
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struct msecnode_s *touching_sectorlist; // phares 3/14/98
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@ -468,7 +468,8 @@ END_DEFAULTS
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void A_CHolyAttack3 (AActor *actor)
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void A_CHolyAttack3 (AActor *actor)
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{
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{
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P_SpawnMissileZ (actor, actor->z + 40*FRACUNIT, actor->target, RUNTIME_CLASS(AHolyMissile));
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AActor * missile = P_SpawnMissileZ (actor, actor->z + 40*FRACUNIT, actor->target, RUNTIME_CLASS(AHolyMissile));
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if (missile != NULL) missile->tracer = NULL; // No initial target
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S_Sound (actor, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
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S_Sound (actor, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
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}
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}
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@ -518,9 +519,9 @@ void A_CHolyAttack2 (AActor *actor)
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{ // Ghosts last slightly less longer in DeathMatch
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{ // Ghosts last slightly less longer in DeathMatch
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mo->health = 85;
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mo->health = 85;
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}
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}
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if (linetarget)
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if (actor->tracer)
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{
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{
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mo->tracer = linetarget;
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mo->tracer = actor->tracer;
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mo->flags |= MF_NOCLIP|MF_SKULLFLY;
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mo->flags |= MF_NOCLIP|MF_SKULLFLY;
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mo->flags &= ~MF_MISSILE;
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mo->flags &= ~MF_MISSILE;
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}
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}
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@ -570,7 +571,9 @@ void A_CHolyAttack (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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return;
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}
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}
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P_SpawnPlayerMissile (actor, RUNTIME_CLASS(AHolyMissile));
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AActor * missile = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(AHolyMissile));
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if (missile != NULL) missile->tracer = linetarget;
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weapon->CHolyCount = 3;
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weapon->CHolyCount = 3;
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S_Sound (actor, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
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S_Sound (actor, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
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}
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}
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@ -293,5 +293,7 @@ void A_ProgrammerDeath (AActor *self)
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break;
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break;
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}
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}
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}
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}
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P_StartScript (self, NULL, 250, NULL, 0, 0, 0, 0, false, false);
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// the sky change scripts are now done as special actions in MAPINFO
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A_BossDeath(self);
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//P_StartScript (self, NULL, 250, NULL, 0, 0, 0, 0, false, false);
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}
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}
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@ -92,6 +92,13 @@ class AStrifeWeapon : public AWeapon
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DECLARE_STATELESS_ACTOR (AStrifeWeapon, AWeapon)
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DECLARE_STATELESS_ACTOR (AStrifeWeapon, AWeapon)
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};
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};
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class AFlameThrower : public AStrifeWeapon
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{
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DECLARE_ACTOR (AFlameThrower, AStrifeWeapon)
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public:
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const char *PickupMessage ();
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};
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class ASigil : public AStrifeWeapon
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class ASigil : public AStrifeWeapon
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{
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{
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DECLARE_ACTOR (ASigil, AStrifeWeapon)
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DECLARE_ACTOR (ASigil, AStrifeWeapon)
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@ -825,6 +825,7 @@ END_DEFAULTS
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bool APrisonPass::TryPickup (AActor *toucher)
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bool APrisonPass::TryPickup (AActor *toucher)
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{
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{
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Super::TryPickup (toucher);
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
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toucher->GiveInventoryType (QuestItemClasses[9]);
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toucher->GiveInventoryType (QuestItemClasses[9]);
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return true;
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return true;
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@ -6,6 +6,7 @@
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#include "a_action.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "a_doomglobal.h"
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#include "templates.h"
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void A_Pain (AActor *);
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void A_Pain (AActor *);
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void A_PlayerScream (AActor *);
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void A_PlayerScream (AActor *);
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@ -24,6 +25,7 @@ class AStrifePlayer : public APlayerPawn
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DECLARE_ACTOR (AStrifePlayer, APlayerPawn)
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DECLARE_ACTOR (AStrifePlayer, APlayerPawn)
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public:
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public:
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void GiveDefaultInventory ();
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void GiveDefaultInventory ();
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void TweakSpeeds (int &forward, int &side);
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};
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};
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FState AStrifePlayer::States[] =
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FState AStrifePlayer::States[] =
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@ -138,3 +140,13 @@ void AStrifePlayer::GiveDefaultInventory ()
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weapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (TypeInfo::FindType ("PunchDagger")));
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weapon = static_cast<AWeapon *>(player->mo->GiveInventoryType (TypeInfo::FindType ("PunchDagger")));
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player->ReadyWeapon = player->PendingWeapon = weapon;
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player->ReadyWeapon = player->PendingWeapon = weapon;
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}
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}
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void AStrifePlayer::TweakSpeeds (int &forward, int &side)
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{
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if (health<=10)
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{
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forward = clamp(forward, -0x1900, 0x1900);
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side = clamp(side, -0x1800, 0x1800);
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}
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Super::TweakSpeeds (forward, side);
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}
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@ -955,15 +955,11 @@ void A_RocketInFlight (AActor *self)
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void A_FireFlamer (AActor *);
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void A_FireFlamer (AActor *);
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class AFlameThrower : public AStrifeWeapon
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const char *AFlameThrower::PickupMessage ()
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{
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{
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DECLARE_ACTOR (AFlameThrower, AStrifeWeapon)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the flame thrower";
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return "You picked up the flame thrower";
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}
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}
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};
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FState AFlameThrower::States[] =
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FState AFlameThrower::States[] =
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{
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{
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@ -996,7 +992,7 @@ IMPLEMENT_ACTOR (AFlameThrower, Strife, 2005, 0)
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PROP_Weapon_Flags (WIF_BOT_MELEE)
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PROP_Weapon_Flags (WIF_BOT_MELEE)
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PROP_Weapon_Kickback (0)
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PROP_Weapon_Kickback (0)
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PROP_Weapon_AmmoUse1 (1)
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PROP_Weapon_AmmoUse1 (1)
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PROP_Weapon_AmmoGive1 (40)
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PROP_Weapon_AmmoGive1 (100)
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PROP_Weapon_UpState (S_FLAMERUP)
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PROP_Weapon_UpState (S_FLAMERUP)
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PROP_Weapon_DownState (S_FLAMERDOWN)
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PROP_Weapon_DownState (S_FLAMERDOWN)
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PROP_Weapon_ReadyState (S_FLAMER)
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PROP_Weapon_ReadyState (S_FLAMER)
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@ -1513,9 +1509,11 @@ IMPLEMENT_ACTOR (AHEGrenade, Strife, -1, 0)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE)
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PROP_Flags3 (MF3_CANBOUNCEWATER)
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PROP_Flags3 (MF3_CANBOUNCEWATER)
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PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND)
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PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND)
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PROP_Flags5 (MF5_BOUNCEONACTORS|MF5_EXPLODEONWATER)
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PROP_MaxStepHeight (4)
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PROP_MaxStepHeight (4)
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PROP_StrifeType (106)
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PROP_StrifeType (106)
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PROP_BounceFactor((FRACUNIT*5/10))
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PROP_BounceFactor((FRACUNIT*5/10))
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PROP_BounceCount(2)
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PROP_SeeSound ("weapons/hegrenadeshoot")
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PROP_SeeSound ("weapons/hegrenadeshoot")
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PROP_DeathSound ("weapons/hegrenadebang")
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PROP_DeathSound ("weapons/hegrenadebang")
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END_DEFAULTS
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END_DEFAULTS
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@ -1562,9 +1560,11 @@ IMPLEMENT_ACTOR (APhosphorousGrenade, Strife, -1, 0)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_DOOMBOUNCE)
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PROP_Flags3 (MF3_CANBOUNCEWATER)
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PROP_Flags3 (MF3_CANBOUNCEWATER)
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PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND)
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PROP_Flags4 (MF4_STRIFEDAMAGE|MF4_NOBOUNCESOUND)
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PROP_Flags5 (MF5_BOUNCEONACTORS|MF5_EXPLODEONWATER)
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PROP_MaxStepHeight (4)
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PROP_MaxStepHeight (4)
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PROP_StrifeType (107)
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PROP_StrifeType (107)
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PROP_BounceFactor((FRACUNIT*5/10))
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PROP_BounceFactor((FRACUNIT*5/10))
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PROP_BounceCount(2)
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PROP_SeeSound ("weapons/phgrenadeshoot")
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PROP_SeeSound ("weapons/phgrenadeshoot")
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PROP_DeathSound ("weapons/phgrenadebang")
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PROP_DeathSound ("weapons/phgrenadebang")
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END_DEFAULTS
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END_DEFAULTS
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@ -277,6 +277,7 @@ enum
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ADEF_MaxDropOffHeight,
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ADEF_MaxDropOffHeight,
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ADEF_MaxStepHeight,
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ADEF_MaxStepHeight,
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ADEF_BounceFactor,
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ADEF_BounceFactor,
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ADEF_BounceCount,
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ADEF_SpawnState,
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ADEF_SpawnState,
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ADEF_SeeState,
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ADEF_SeeState,
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@ -214,6 +214,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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case ADEF_MaxDropOffHeight: actor->MaxDropOffHeight = dataint; break;
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case ADEF_MaxDropOffHeight: actor->MaxDropOffHeight = dataint; break;
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case ADEF_MaxStepHeight: actor->MaxStepHeight = dataint; break;
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case ADEF_MaxStepHeight: actor->MaxStepHeight = dataint; break;
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case ADEF_BounceFactor: actor->bouncefactor = dataint; break;
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case ADEF_BounceFactor: actor->bouncefactor = dataint; break;
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case ADEF_BounceCount: actor->bouncecount = dataint; break;
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case ADEF_SpawnState: actor->SpawnState = datastate; break;
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case ADEF_SpawnState: actor->SpawnState = datastate; break;
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case ADEF_SeeState: actor->SeeState = datastate; break;
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case ADEF_SeeState: actor->SeeState = datastate; break;
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@ -257,6 +257,7 @@ public:
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#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)
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#define PROP_MaxDropOffHeight(x) ADD_FIXD_PROP(ADEF_MaxDropOffHeight,x)
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#define PROP_MaxStepHeight(x) ADD_FIXD_PROP(ADEF_MaxStepHeight,x)
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#define PROP_MaxStepHeight(x) ADD_FIXD_PROP(ADEF_MaxStepHeight,x)
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#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
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#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
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#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
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#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
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#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
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#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
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#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
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@ -984,6 +984,11 @@ static void PickConversationReply ()
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level.total_items--;
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level.total_items--;
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item->flags &= ~MF_COUNTITEM;
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item->flags &= ~MF_COUNTITEM;
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}
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}
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if (item->IsA(RUNTIME_CLASS(AFlameThrower)))
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{
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// The flame thrower gives less ammo when given in a dialog
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static_cast<AWeapon*>(item)->AmmoGive1 = 40;
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}
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item->flags |= MF_DROPPED;
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item->flags |= MF_DROPPED;
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if (!item->TryPickup (players[consoleplayer].mo))
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if (!item->TryPickup (players[consoleplayer].mo))
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{
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{
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@ -228,6 +228,7 @@ void AActor::Serialize (FArchive &arc)
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TexMan.WriteTexture (arc, picnum);
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TexMan.WriteTexture (arc, picnum);
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}
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}
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TexMan.WriteTexture (arc, floorpic);
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TexMan.WriteTexture (arc, floorpic);
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TexMan.WriteTexture (arc, ceilingpic);
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}
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}
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else
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else
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{
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{
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@ -242,6 +243,7 @@ void AActor::Serialize (FArchive &arc)
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picnum = TexMan.ReadTexture (arc);
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picnum = TexMan.ReadTexture (arc);
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}
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}
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floorpic = TexMan.ReadTexture (arc);
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floorpic = TexMan.ReadTexture (arc);
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ceilingpic = TexMan.ReadTexture (arc);
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}
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}
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arc << TIDtoHate;
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arc << TIDtoHate;
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if (TIDtoHate == 0)
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if (TIDtoHate == 0)
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@ -334,6 +336,7 @@ void AActor::Serialize (FArchive &arc)
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<< MaxDropOffHeight
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<< MaxDropOffHeight
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<< MaxStepHeight
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<< MaxStepHeight
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<< bouncefactor
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<< bouncefactor
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<< bouncecount
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<< meleerange
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<< meleerange
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<< DamageType;
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<< DamageType;
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@ -1101,11 +1104,27 @@ void P_ExplodeMissile (AActor *mo, line_t *line)
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|
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bool AActor::FloorBounceMissile (secplane_t &plane)
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bool AActor::FloorBounceMissile (secplane_t &plane)
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{
|
{
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if (z <= floorz && P_HitFloor (this) && !(flags3 & MF3_CANBOUNCEWATER))
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if (z <= floorz && P_HitFloor (this))
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{ // Landed in some sort of liquid
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{
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// Landed in some sort of liquid
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if (flags5 & MF5_EXPLODEONWATER)
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{
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P_ExplodeMissile(this, NULL);
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return true;
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}
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if (!(flags3 & MF3_CANBOUNCEWATER))
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{
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Destroy ();
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Destroy ();
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return true;
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return true;
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}
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}
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}
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// The amount of bounces is limited
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||||||
|
if (bouncecount>0 && --bouncecount==0)
|
||||||
|
{
|
||||||
|
P_ExplodeMissile(this, NULL);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
fixed_t dot = TMulScale16 (momx, plane.a, momy, plane.b, momz, plane.c);
|
fixed_t dot = TMulScale16 (momx, plane.a, momy, plane.b, momz, plane.c);
|
||||||
|
|
||||||
|
@ -1521,7 +1540,8 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
||||||
{
|
{
|
||||||
if (mo->flags2 & MF2_BOUNCE2)
|
if (mo->flags2 & MF2_BOUNCE2)
|
||||||
{
|
{
|
||||||
if ((BlockingMobj->flags2 & MF2_REFLECTIVE) ||
|
if (mo->flags5&MF5_BOUNCEONACTORS ||
|
||||||
|
(BlockingMobj->flags2 & MF2_REFLECTIVE) ||
|
||||||
((!BlockingMobj->player) &&
|
((!BlockingMobj->player) &&
|
||||||
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
|
(!(BlockingMobj->flags3 & MF3_ISMONSTER))))
|
||||||
{
|
{
|
||||||
|
@ -1536,7 +1556,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
|
||||||
angle >>= ANGLETOFINESHIFT;
|
angle >>= ANGLETOFINESHIFT;
|
||||||
mo->momx = FixedMul (speed, finecosine[angle]);
|
mo->momx = FixedMul (speed, finecosine[angle]);
|
||||||
mo->momy = FixedMul (speed, finesine[angle]);
|
mo->momy = FixedMul (speed, finesine[angle]);
|
||||||
if (mo->SeeSound)
|
if (mo->SeeSound && !(mo->flags4&MF4_NOBOUNCESOUND))
|
||||||
{
|
{
|
||||||
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
|
S_SoundID (mo, CHAN_VOICE, mo->SeeSound, 1, ATTN_IDLE);
|
||||||
}
|
}
|
||||||
|
@ -2980,6 +3000,7 @@ BEGIN_DEFAULTS (AActor, Any, -1, 0)
|
||||||
PROP_MaxDropOffHeight(24)
|
PROP_MaxDropOffHeight(24)
|
||||||
PROP_MaxStepHeight(24)
|
PROP_MaxStepHeight(24)
|
||||||
PROP_BounceFactor(FRACUNIT*7/10)
|
PROP_BounceFactor(FRACUNIT*7/10)
|
||||||
|
PROP_BounceCount(-1)
|
||||||
END_DEFAULTS
|
END_DEFAULTS
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
|
@ -218,6 +218,8 @@ static flagdef ActorFlags[]=
|
||||||
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
|
DEFINE_FLAG(MF5, FASTER, AActor, flags5),
|
||||||
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
|
DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
|
||||||
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
|
DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
|
||||||
|
DEFINE_FLAG(MF5, BOUNCEONACTORS, AActor, flags5),
|
||||||
|
DEFINE_FLAG(MF5, EXPLODEONWATER, AActor, flags5),
|
||||||
|
|
||||||
// Effect flags
|
// Effect flags
|
||||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||||
|
@ -2644,7 +2646,16 @@ static void ActorBloodColor (AActor *defaults, Baggage &bag)
|
||||||
static void ActorBounceFactor (AActor *defaults, Baggage &bag)
|
static void ActorBounceFactor (AActor *defaults, Baggage &bag)
|
||||||
{
|
{
|
||||||
SC_MustGetFloat ();
|
SC_MustGetFloat ();
|
||||||
defaults->bouncefactor = fixed_t(sc_Float * FRACUNIT);
|
defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc_Float * FRACUNIT), 0, FRACUNIT);
|
||||||
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
static void ActorBounceCount (AActor *defaults, Baggage &bag)
|
||||||
|
{
|
||||||
|
SC_MustGetNumber ();
|
||||||
|
defaults->bouncecount = sc_Number;
|
||||||
}
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
@ -3209,6 +3220,7 @@ static const ActorProps props[] =
|
||||||
{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
|
{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
|
||||||
{ "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) },
|
{ "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) },
|
||||||
{ "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) },
|
{ "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) },
|
||||||
|
{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
|
||||||
{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
|
{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
|
||||||
{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
|
{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
|
||||||
{ "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) },
|
{ "burnheight", ActorBurnHeight, RUNTIME_CLASS(AActor) },
|
||||||
|
|
|
@ -1505,3 +1505,4 @@ void A_KillChildren(AActor * self)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -59,9 +59,18 @@ cluster 1
|
||||||
|
|
||||||
map MAP09 "AREA 9: Castle: Programmer's Keep"
|
map MAP09 "AREA 9: Castle: Programmer's Keep"
|
||||||
next MAP10
|
next MAP10
|
||||||
sky1 SKYMNT01 0
|
sky1 SKYMNT02 0
|
||||||
music D_TRIBAL
|
music D_TRIBAL
|
||||||
cluster 1
|
cluster 1
|
||||||
|
// These are the sky changes for the first 8 maps
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 1, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 2, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 3, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 4, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 5, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 6, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 7, 256
|
||||||
|
specialaction "Programmer", ACS_Execute, 0, 8, 256
|
||||||
|
|
||||||
// It seems that Strife was originally going to print the text
|
// It seems that Strife was originally going to print the text
|
||||||
// from the C1TEXT lump when you move from map 9 to map 10, but
|
// from the C1TEXT lump when you move from map 9 to map 10, but
|
||||||
|
|
Loading…
Reference in a new issue