This adds ViewBobSpeed to PlayerPawn that is passed in CalcHeight() instead of the value of 20 and can be adjusted with the Player.ViewBobSpeed variable. This will let modders dynamically adjust how to only how far the camera bobs up and down, but also how *quickly* it does that, which allows to easily convey a feeling of a heavy, slow-moving character whose view might bob a lot but would do it slowly.
This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything