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- Changed the rocket so that the FX_ROCKET flag is set in the actor
definition and not in BeginPlay. - Changed the special explosion behavior of the rocket to a flag (MF5_DEHEXPLOSION) so that its effects can be used on other actors as well without having to inherit from the rocket. SVN r353 (trunk)
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parent
92c3a89255
commit
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9 changed files with 16 additions and 8 deletions
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@ -1,3 +1,10 @@
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October 15, 2006 (Changes by Graf Zahl)
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- Changed the rocket so that the FX_ROCKET flag is set in the actor
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definition and not in BeginPlay.
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- Changed the special explosion behavior of the rocket to a flag
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(MF5_DEHEXPLOSION) so that its effects can be used on other actors
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as well without having to inherit from the rocket.
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October 7, 2006 (Changes by Graf Zahl)
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- Fixed: PrintAlias passed FString objects directly to Printf.
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- Added bitwise not (~) operator to ACS.
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@ -283,6 +283,7 @@ enum
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MF5_CHASEGOAL = 0x00000080, // Walks to goal instead of target if a valid goal is set.
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MF5_BLOODSPLATTER = 0x00000100, // Blood splatter like in Raven's games.
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MF5_OLDRADIUSDMG = 0x00000200, // Use old radius damage code (for barrels and boss brain)
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MF5_DEHEXPLOSION = 0x00000400, // Use the DEHACKED explosion options when this projectile explodes
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// --- mobj.renderflags ---
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@ -26,7 +26,6 @@ class ARocket : public AActor
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{
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DECLARE_ACTOR (ARocket, AActor)
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public:
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void BeginPlay ();
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};
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class AArchvile : public AActor
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@ -706,6 +706,8 @@ IMPLEMENT_ACTOR (ARocket, Doom, -1, 127)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
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PROP_Flags4 (MF4_RANDOMIZE)
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PROP_Flags5 (MF5_DEHEXPLOSION)
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PROP_FXFlags (FX_ROCKET)
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PROP_SpawnState (S_ROCKET)
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PROP_DeathState (S_EXPLODE)
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@ -715,12 +717,6 @@ IMPLEMENT_ACTOR (ARocket, Doom, -1, 127)
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PROP_Obituary("$OB_MPROCKET")
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END_DEFAULTS
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void ARocket::BeginPlay ()
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{
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Super::BeginPlay ();
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effects |= FX_ROCKET;
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}
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//
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// A_FireMissile
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//
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@ -287,6 +287,7 @@ enum
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ADEF_BounceCount,
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ADEF_FloatSpeed,
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ADEF_RDFactor,
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ADEF_FXFlags,
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ADEF_SpawnState,
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ADEF_SeeState,
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@ -230,6 +230,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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case ADEF_BounceFactor: actor->bouncefactor = dataint; break;
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case ADEF_BounceCount: actor->bouncecount = dataint; break;
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case ADEF_RDFactor: sgClass->Meta.SetMetaFixed (AMETA_RDFactor, dataint); break;
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case ADEF_FXFlags: actor->effects = dataint; break;
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case ADEF_SpawnState: actor->SpawnState = datastate; break;
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case ADEF_SeeState: actor->SeeState = datastate; break;
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@ -264,6 +264,8 @@ public:
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#define PROP_BounceFactor(x) ADD_LONG_PROP(ADEF_BounceFactor,x)
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#define PROP_BounceCount(x) ADD_LONG_PROP(ADEF_BounceCount,x)
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#define PROP_RadiusdamageFactor(x) ADD_LONG_PROP(ADEF_RDFactor,x)
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#define PROP_FXFlags(x) ADD_LONG_PROP(ADEF_FXFlags,x)
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#define PROP_SpawnState(x) ADD_BYTE_PROP(ADEF_SpawnState,x)
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#define PROP_SeeState(x) ADD_BYTE_PROP(ADEF_SeeState,x)
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@ -1078,7 +1078,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line)
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if (mo->DeathState != NULL)
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{
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// [RH] Change render style of exploding rockets
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if (mo->IsKindOf (RUNTIME_CLASS(ARocket)))
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if (mo->flags5 & MF5_DEHEXPLOSION)
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{
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if (deh.ExplosionStyle == 255)
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{
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@ -219,6 +219,7 @@ static flagdef ActorFlags[]=
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DEFINE_FLAG(MF5, NODAMAGE, AActor, flags5),
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DEFINE_FLAG(MF5, BLOODSPLATTER, AActor, flags5),
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DEFINE_FLAG(MF5, OLDRADIUSDMG, AActor, flags5),
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DEFINE_FLAG(MF5, DEHEXPLOSION, AActor, flags5),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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