mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- Fixed: Not all places checking for player start spots above 4 did it correctly.
The editor number for player start spot 5 is now stored in the game info so that there's only one place where this check needs to be done. - Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original implementation. SVN r1997 (trunk)
This commit is contained in:
parent
53b1b7efab
commit
f94c9ce81d
11 changed files with 35 additions and 26 deletions
|
@ -1,3 +1,9 @@
|
|||
November 24, 2009 (Changes by Graf Zahl)
|
||||
- Fixed: Not all places checking for player start spots did it correctly.
|
||||
The editor number for player start spot 5 is now stored in the game info
|
||||
so that there's only one place where this check needs to be done.
|
||||
- Fixed: WIF_NOAUTOAIM only worked for projectiles.
|
||||
|
||||
November 23, 2009
|
||||
- Added Windows 7 (aka Windows NT 6.1) and Server 2008 identification to
|
||||
I_DetectOS().
|
||||
|
|
|
@ -1475,10 +1475,8 @@ void G_DeathMatchSpawnPlayer (int playernum)
|
|||
{
|
||||
if (playernum < 4)
|
||||
spot->type = playernum+1;
|
||||
else if (gameinfo.gametype != GAME_Hexen)
|
||||
spot->type = playernum+4001-4; // [RH] > 4 players
|
||||
else
|
||||
spot->type = playernum+9100-4;
|
||||
else
|
||||
spot->type = playernum + gameinfo.player5start - 4;
|
||||
}
|
||||
|
||||
AActor *mo = P_SpawnPlayer (spot);
|
||||
|
@ -1569,17 +1567,13 @@ void G_DoReborn (int playernum, bool freshbot)
|
|||
// fake as other player
|
||||
// [RH] These numbers should be common across all games. Or better yet, not
|
||||
// used at all outside P_SpawnMapThing().
|
||||
if (playernum < 4 || gameinfo.gametype == GAME_Strife)
|
||||
if (playernum < 4)
|
||||
{
|
||||
playerstarts[i].type = playernum + 1;
|
||||
}
|
||||
else if (gameinfo.gametype == GAME_Hexen)
|
||||
{
|
||||
playerstarts[i].type = playernum + 9100 - 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
playerstarts[i].type = playernum + 4001 - 4;
|
||||
playerstarts[i].type = playernum + gameinfo.player5start - 4;
|
||||
}
|
||||
AActor *mo = P_SpawnPlayer (&playerstarts[i]);
|
||||
if (mo != NULL) P_PlayerStartStomp(mo);
|
||||
|
|
|
@ -281,6 +281,7 @@ void FMapInfoParser::ParseGameInfo()
|
|||
GAMEINFOKEY_INT(defaultrespawntime, "defaultrespawntime")
|
||||
GAMEINFOKEY_INT(defaultdropstyle, "defaultdropstyle")
|
||||
GAMEINFOKEY_CSTRING(Endoom, "endoom", 8)
|
||||
GAMEINFOKEY_INT(player5start, "player5start")
|
||||
else
|
||||
{
|
||||
// ignore unkown keys.
|
||||
|
|
1
src/gi.h
1
src/gi.h
|
@ -103,6 +103,7 @@ struct gameinfo_t
|
|||
int definventorymaxamount;
|
||||
int defaultrespawntime;
|
||||
int defaultdropstyle;
|
||||
int player5start;
|
||||
|
||||
const char *GetFinalePage(unsigned int num) const;
|
||||
};
|
||||
|
|
|
@ -3157,11 +3157,20 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
|
|||
}
|
||||
else
|
||||
{
|
||||
// 35 degrees is approximately what Doom used. You cannot have a
|
||||
// vrange of 0 degrees, because then toppitch and bottompitch will
|
||||
// be equal, and PTR_AimTraverse will never find anything to shoot at
|
||||
// if it crosses a line.
|
||||
vrange = clamp (t1->player->userinfo.GetAimDist(), ANGLE_1/2, ANGLE_1*35);
|
||||
// [BB] Disable autoaim on weapons with WIF_NOAUTOAIM.
|
||||
AWeapon *weapon = t1->player->ReadyWeapon;
|
||||
if ( weapon && (weapon->WeaponFlags & WIF_NOAUTOAIM) )
|
||||
{
|
||||
vrange = ANGLE_1/2;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 35 degrees is approximately what Doom used. You cannot have a
|
||||
// vrange of 0 degrees, because then toppitch and bottompitch will
|
||||
// be equal, and PTR_AimTraverse will never find anything to shoot at
|
||||
// if it crosses a line.
|
||||
vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
|
||||
}
|
||||
}
|
||||
}
|
||||
aim.toppitch = t1->pitch - vrange;
|
||||
|
|
|
@ -3838,17 +3838,13 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
|
|||
// [RH] Things 4001-? are also multiplayer starts. Just like 1-4.
|
||||
// To make things simpler, figure out which player is being
|
||||
// spawned here.
|
||||
if (mthing->type <= 4 || gameinfo.gametype == GAME_Strife) // don't forget Strife's starts 5-8 here!
|
||||
if (mthing->type <= 4)
|
||||
{
|
||||
playernum = mthing->type - 1;
|
||||
}
|
||||
else if (gameinfo.gametype != GAME_Hexen)
|
||||
{
|
||||
playernum = mthing->type - 4001 + 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
playernum = mthing->type - 9100 + 4;
|
||||
playernum = mthing->type - gameinfo.player5start + 4;
|
||||
}
|
||||
|
||||
// not playing?
|
||||
|
@ -4140,12 +4136,9 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
}
|
||||
else
|
||||
{
|
||||
const int base = (gameinfo.gametype == GAME_Strife) ? 5 :
|
||||
(gameinfo.gametype == GAME_Hexen) ? 9100 : 4001;
|
||||
|
||||
if (mthing->type >= base && mthing->type < base + MAXPLAYERS - 4)
|
||||
if (mthing->type >= gameinfo.player5start && mthing->type < gameinfo.player5start + MAXPLAYERS - 4)
|
||||
{
|
||||
pnum = mthing->type - base + 4;
|
||||
pnum = mthing->type - gameinfo.player5start + 4;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,7 @@ gameinfo
|
|||
defaultrespawntime = 12
|
||||
defaultdropstyle = 1
|
||||
endoom = "ENDOOM"
|
||||
player5start = 4001
|
||||
}
|
||||
|
||||
skill baby
|
||||
|
|
|
@ -39,6 +39,7 @@ gameinfo
|
|||
defaultrespawntime = 12
|
||||
defaultdropstyle = 1
|
||||
endoom = "ENDOOM"
|
||||
player5start = 4001
|
||||
}
|
||||
|
||||
skill baby
|
||||
|
|
|
@ -40,6 +40,7 @@ gameinfo
|
|||
defaultrespawntime = 12
|
||||
defaultdropstyle = 1
|
||||
endoom = "ENDTEXT"
|
||||
player5start = 4001
|
||||
}
|
||||
|
||||
skill baby
|
||||
|
|
|
@ -38,6 +38,7 @@ gameinfo
|
|||
definventorymaxamount = 25
|
||||
defaultrespawntime = 12
|
||||
defaultdropstyle = 1
|
||||
player5start = 9100
|
||||
}
|
||||
|
||||
skill baby
|
||||
|
|
|
@ -41,6 +41,7 @@ gameinfo
|
|||
defaultrespawntime = 16
|
||||
defaultdropstyle = 2
|
||||
endoom = "ENDSTRF"
|
||||
player5start = 5
|
||||
}
|
||||
|
||||
skill baby
|
||||
|
|
Loading…
Reference in a new issue