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64f0e0e984
same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also means it is no longer limited to respawning things on the floor. SVN r3514 (trunk)
51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.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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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "p_enemy.h"
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#include "a_doomglobal.h"
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#include "a_specialspot.h"
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#include "templates.h"
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#include "m_bbox.h"
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#include "farchive.h"
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// Include all the other Doom stuff here to reduce compile time
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#include "a_arachnotron.cpp"
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#include "a_archvile.cpp"
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#include "a_bossbrain.cpp"
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#include "a_bruiser.cpp"
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#include "a_cacodemon.cpp"
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#include "a_cyberdemon.cpp"
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#include "a_demon.cpp"
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#include "a_doomimp.cpp"
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#include "a_doomweaps.cpp"
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#include "a_fatso.cpp"
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#include "a_keen.cpp"
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#include "a_lostsoul.cpp"
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#include "a_painelemental.cpp"
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#include "a_possessed.cpp"
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#include "a_revenant.cpp"
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#include "a_spidermaster.cpp"
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#include "a_scriptedmarine.cpp"
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// The barrel of green goop ------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_BarrelDestroy)
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{
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if (dmflags2 & DF2_BARRELS_RESPAWN)
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{
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self->height = self->GetDefault()->height;
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self->renderflags |= RF_INVISIBLE;
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self->flags &= ~MF_SOLID;
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}
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else
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{
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self->Destroy ();
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}
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}
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