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29195a913c
- Added VSpeed DECORATE property so that an actor can be given an initial vertical speed. - Removed the barrel check in P_DamageMobj. AActor::Die is doing the same operation unconditionally so this is redundant. - Added A_BarrelDestroy to the list of DECORATE code pointers so that the same effect can be recreated for other items as well. - Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for monsters and added it to the list of DECORATE code pointers. Now Quake-style zombies should be possible. ;) - Changed handling of MF4_RANDOMIZE so that it applies to all actors being spawned and not just projectiles. - Converted Berserk and Megasphere to DECORATE. - Fixed: HealThing should respect the stamina a player has and the Dehacked health compatibility flag if max is 0. To do that it calls P_GiveBody now. SVN r373 (trunk)
28 lines
596 B
C++
28 lines
596 B
C++
#include "actor.h"
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#include "info.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "a_sharedglobal.h"
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#include "m_random.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "gstrings.h"
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// The barrel of green goop ------------------------------------------------
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void A_BarrelDestroy (AActor *actor)
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{
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if ((dmflags2 & DF2_BARRELS_RESPAWN) &&
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(deathmatch || alwaysapplydmflags))
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{
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actor->height = actor->GetDefault()->height;
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actor->renderflags |= RF_INVISIBLE;
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actor->flags &= ~MF_SOLID;
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}
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else
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{
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actor->Destroy ();
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}
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}
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