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- Added Karate Chris's 'sv_degeneration' submission.
- Fixed: 'Bot joined the team' message was passing an FString to Printf. SVN r627 (trunk)
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6 changed files with 20 additions and 2 deletions
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@ -1,4 +1,6 @@
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December 23, 2007 (Changes by Graf Zahl)
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- Added Karate Chris's 'sv_degeneration' submission.
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- Fixed: 'Bot joined the team' message was passing an FString to Printf.
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- Backported GZDoom's true color font mappings for use with native textures
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when the time comes.
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- Added Karate Chris's 'sv_doubleammo' submission.
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@ -377,7 +377,7 @@ void DCajunMaster::DoAddBot (int bnum, char *info)
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botingame[bnum] = true;
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if (teamplay)
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Printf ("%s joined the %s team\n", players[bnum].userinfo.netname, teams[players[bnum].userinfo.team].name);
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Printf ("%s joined the %s team\n", players[bnum].userinfo.netname, teams[players[bnum].userinfo.team].name.GetChars ());
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else
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Printf ("%s joined the game\n", players[bnum].userinfo.netname);
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@ -389,6 +389,7 @@ CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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CVAR (Int, dmflags2, 0, CVAR_SERVERINFO);
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CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
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CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
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CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
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CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
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CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_INVUL);
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CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
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@ -249,7 +249,7 @@ enum
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DF2_YES_DOUBLEAMMO = 1 << 10, // Doubles ammo like skill 1 and 5 do
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//#define DF2_NO_CLEARFRAGS 2048 // Don't clear frags after each level
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//#define DF2_FORCE_NORESPAWN 4096 // Player cannot respawn
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//#define DF2_YES_DEGENERATION 8192 // Quake-style degeneration
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DF2_YES_DEGENERATION = 1 << 13, // Quake-style degeneration
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//#define DF2_YES_LOSEFRAG 16384 // Lose a frag when killed. More incentive to try to
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// // not get yerself killed
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DF2_NO_FREEAIMBFG = 1 << 15, // Don't allow BFG to be aimed at the ground
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@ -1019,6 +1019,7 @@ static menuitem_t DMFlagsItems[] = {
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{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
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{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
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{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
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{ bitflag, "Degeneration", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DEGENERATION} },
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{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
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{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
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{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
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@ -2196,6 +2196,20 @@ void P_PlayerThink (player_t *player)
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}
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}
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// Apply degeneration.
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if (dmflags2 & DF2_YES_DEGENERATION)
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{
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if ((gametic % TICRATE) == 0 && player->health > deh.MaxHealth)
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{
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if (player->health - 5 < deh.MaxHealth)
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player->health = deh.MaxHealth;
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else
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player->health--;
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player->mo->health = player->health;
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}
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}
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// Handle air supply
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if (level.airsupply > 0)
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{
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