- Fixed: Commander Keen's death sequence had one state duplicated.

- Fixed: Due to the changes for custom states the internal weapons shouldn't
  define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
  of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
  whether it was set by default or not. Now the MF2_SLIDE check checks both
  flags and the BlastRadius code doesn't set MF2_SLIDE anymore.


SVN r422 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-23 12:12:06 +00:00
parent 1360a1d89e
commit 9b0b199bb5
20 changed files with 31 additions and 69 deletions

View file

@ -1,3 +1,14 @@
December 23, 2006 (Changes by Graf Zahl)
- Fixed: Commander Keen's death sequence had one state duplicated.
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
December 22, 2006
- Guests can now watch as other guests connect during i_net handshaking.
- Fixed: The host would let more than the desired number of players connect.
@ -6,6 +17,7 @@ December 22, 2006
they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.
>>>>>>> .r421
December 20, 2006
- Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
@ -15,6 +27,7 @@ December 20, 2006
C4702 (unreachable code)
C4512 (assignment operator could not be generated)
>>>>>>> .r420
December 19, 2006
- Fixed: D3DFB::Reset() also needs to restore the texture border color,
otherwise it gets reset to black and unused.

View file

@ -455,14 +455,14 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
if (body1)
body1->SetOrigin (x, y, z);
else
body1 = Spawn ("ACajunBodyNode", x, y, z, NO_REPLACE);
body1 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
}
else if (hostnum == 2)
{
if (body2)
body2->SetOrigin (x, y, z);
else
body2 = Spawn ("ACajunBodyNode", x, y, z, NO_REPLACE);
body2 = Spawn ("CajunBodyNode", x, y, z, NO_REPLACE);
}
}

View file

@ -55,7 +55,6 @@ IMPLEMENT_ACTOR (AFist, Doom, -1, 0)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCH)
PROP_Weapon_AtkState (S_PUNCH1)
PROP_Weapon_HoldAtkState (S_PUNCH1)
PROP_Weapon_Kickback (100)
PROP_Obituary("$OB_MPFIST")
@ -146,7 +145,6 @@ IMPLEMENT_ACTOR (APistol, Doom, -1, 0)
PROP_Weapon_DownState (S_PISTOLDOWN)
PROP_Weapon_ReadyState (S_PISTOL)
PROP_Weapon_AtkState (S_PISTOL1)
PROP_Weapon_HoldAtkState (S_PISTOL1)
PROP_Weapon_FlashState (S_PISTOLFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (25000000)
@ -228,7 +226,6 @@ IMPLEMENT_ACTOR (AChainsaw, Doom, 2005, 32)
PROP_Weapon_DownState (S_SAWDOWN)
PROP_Weapon_ReadyState (S_SAW)
PROP_Weapon_AtkState (S_SAW1)
PROP_Weapon_HoldAtkState (S_SAW1)
PROP_Weapon_UpSound ("weapons/sawup")
PROP_Weapon_ReadySound ("weapons/sawidle")
PROP_Obituary("$OB_MPCHAINSAW")
@ -364,7 +361,6 @@ IMPLEMENT_ACTOR (AShotgun, Doom, 2001, 27)
PROP_Weapon_DownState (S_SGUNDOWN)
PROP_Weapon_ReadyState (S_SGUN)
PROP_Weapon_AtkState (S_SGUN1)
PROP_Weapon_HoldAtkState (S_SGUN1)
PROP_Weapon_FlashState (S_SGUNFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (24000000)
@ -462,7 +458,6 @@ IMPLEMENT_ACTOR (ASuperShotgun, Doom, 82, 33)
PROP_Weapon_DownState (S_DSGUNDOWN)
PROP_Weapon_ReadyState (S_DSGUN)
PROP_Weapon_AtkState (S_DSGUN1)
PROP_Weapon_HoldAtkState (S_DSGUN1)
PROP_Weapon_FlashState (S_DSGUNFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (15000000)
@ -581,7 +576,6 @@ IMPLEMENT_ACTOR (AChaingun, Doom, 2002, 28)
PROP_Weapon_DownState (S_CHAINDOWN)
PROP_Weapon_ReadyState (S_CHAIN)
PROP_Weapon_AtkState (S_CHAIN1)
PROP_Weapon_HoldAtkState (S_CHAIN1)
PROP_Weapon_FlashState (S_CHAINFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (27000000)
@ -682,7 +676,6 @@ IMPLEMENT_ACTOR (ARocketLauncher, Doom, 2003, 29)
PROP_Weapon_DownState (S_MISSILEDOWN)
PROP_Weapon_ReadyState (S_MISSILE)
PROP_Weapon_AtkState (S_MISSILE1)
PROP_Weapon_HoldAtkState (S_MISSILE1)
PROP_Weapon_FlashState (S_MISSILEFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (18350080)
@ -786,7 +779,6 @@ IMPLEMENT_ACTOR (APlasmaRifle, Doom, 2004, 30)
PROP_Weapon_DownState (S_PLASMADOWN)
PROP_Weapon_ReadyState (S_PLASMA)
PROP_Weapon_AtkState (S_PLASMA1)
PROP_Weapon_HoldAtkState (S_PLASMA1)
PROP_Weapon_FlashState (S_PLASMAFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (27000000)
@ -962,7 +954,6 @@ IMPLEMENT_ACTOR (ABFG9000, Doom, 2006, 31)
PROP_Weapon_DownState (S_BFGDOWN)
PROP_Weapon_ReadyState (S_BFG)
PROP_Weapon_AtkState (S_BFG1)
PROP_Weapon_HoldAtkState (S_BFG1)
PROP_Weapon_FlashState (S_BFGFLASH)
PROP_Weapon_Kickback (100)
PROP_Weapon_MoveCombatDist (10000000)

View file

@ -118,7 +118,6 @@ IMPLEMENT_ACTOR (AStaff, Heretic, -1, 0)
PROP_Weapon_DownState (S_STAFFDOWN)
PROP_Weapon_ReadyState (S_STAFFREADY)
PROP_Weapon_AtkState (S_STAFFATK1)
PROP_Weapon_HoldAtkState (S_STAFFATK1)
PROP_Weapon_SisterType ("StaffPowered")
END_DEFAULTS
@ -128,7 +127,6 @@ IMPLEMENT_STATELESS_ACTOR (AStaffPowered, Heretic, -1, 0)
PROP_Weapon_DownState (S_STAFFDOWN2)
PROP_Weapon_ReadyState (S_STAFFREADY2)
PROP_Weapon_AtkState (S_STAFFATK2)
PROP_Weapon_HoldAtkState (S_STAFFATK2)
PROP_Weapon_ReadySound ("weapons/staffcrackle")
PROP_Weapon_SisterType ("Staff")
END_DEFAULTS
@ -317,7 +315,6 @@ IMPLEMENT_ACTOR (AGoldWand, Heretic, -1, 0)
PROP_Weapon_DownState (S_GOLDWANDDOWN)
PROP_Weapon_ReadyState (S_GOLDWANDREADY)
PROP_Weapon_AtkState (S_GOLDWANDATK1)
PROP_Weapon_HoldAtkState (S_GOLDWANDATK1)
PROP_Weapon_YAdjust (5)
PROP_Weapon_MoveCombatDist (25000000)
PROP_Weapon_AmmoType1 ("GoldWandAmmo")
@ -329,7 +326,6 @@ IMPLEMENT_STATELESS_ACTOR (AGoldWandPowered, Heretic, -1, 0)
PROP_Weapon_AmmoUse1 (USE_GWND_AMMO_2)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_AtkState (S_GOLDWANDATK2)
PROP_Weapon_HoldAtkState (S_GOLDWANDATK2)
PROP_Weapon_SisterType ("GoldWand")
END_DEFAULTS
@ -584,7 +580,6 @@ IMPLEMENT_ACTOR (ACrossbow, Heretic, 2001, 27)
PROP_Weapon_DownState (S_CRBOWDOWN)
PROP_Weapon_ReadyState (S_CRBOW)
PROP_Weapon_AtkState (S_CRBOWATK1)
PROP_Weapon_HoldAtkState (S_CRBOWATK1)
PROP_Weapon_YAdjust (15)
PROP_Weapon_MoveCombatDist (24000000)
PROP_Weapon_AmmoType1 ("CrossbowAmmo")
@ -598,7 +593,6 @@ IMPLEMENT_STATELESS_ACTOR (ACrossbowPowered, Heretic, -1, 0)
PROP_Weapon_AmmoUse1 (USE_CBOW_AMMO_2)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_AtkState (S_CRBOWATK2)
PROP_Weapon_HoldAtkState (S_CRBOWATK2)
PROP_Weapon_SisterType ("Crossbow")
PROP_Weapon_ProjectileType ("CrossbowFX2")
END_DEFAULTS
@ -888,7 +882,6 @@ IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 0)
PROP_Weapon_AmmoUse1 (USE_MACE_AMMO_2)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_AtkState (S_MACEATK2)
PROP_Weapon_HoldAtkState (S_MACEATK2)
PROP_Weapon_SisterType ("Mace")
PROP_Weapon_ProjectileType ("MaceFX4")
END_DEFAULTS
@ -2166,7 +2159,6 @@ IMPLEMENT_ACTOR (ASkullRod, Heretic, 2004, 30)
PROP_Weapon_DownState (S_HORNRODDOWN)
PROP_Weapon_ReadyState (S_HORNRODREADY)
PROP_Weapon_AtkState (S_HORNRODATK1)
PROP_Weapon_HoldAtkState (S_HORNRODATK1)
PROP_Weapon_YAdjust (15)
PROP_Weapon_MoveCombatDist (27000000)
PROP_Weapon_AmmoType1 ("SkullRodAmmo")
@ -2180,7 +2172,6 @@ IMPLEMENT_STATELESS_ACTOR (ASkullRodPowered, Heretic, -1, 0)
PROP_Weapon_AmmoUse1 (USE_SKRD_AMMO_2)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_AtkState (S_HORNRODATK2)
PROP_Weapon_HoldAtkState (S_HORNRODATK2)
PROP_Weapon_SisterType ("SkullRod")
PROP_Weapon_ProjectileType ("HornRodFX2")
END_DEFAULTS
@ -2640,7 +2631,6 @@ IMPLEMENT_ACTOR (APhoenixRod, Heretic, 2003, 29)
PROP_Weapon_DownState (S_PHOENIXDOWN)
PROP_Weapon_ReadyState (S_PHOENIXREADY)
PROP_Weapon_AtkState (S_PHOENIXATK1)
PROP_Weapon_HoldAtkState (S_PHOENIXATK1)
PROP_Weapon_YAdjust (15)
PROP_Weapon_MoveCombatDist (18350080)
PROP_Weapon_AmmoType1 ("PhoenixRodAmmo")

View file

@ -157,7 +157,7 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
}
else
{
victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
victim->flags2 |= MF2_BLASTED;
}
}
else // full strength blast from artifact
@ -207,14 +207,7 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
}
else
{
if (victim->flags & MF_MISSILE)
{ // [RH] Missiles should not slide.
victim->flags2 |= MF2_BLASTED;
}
else
{
victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
}
victim->flags2 |= MF2_BLASTED;
}
}
}

View file

@ -83,7 +83,6 @@ IMPLEMENT_ACTOR (ACWeapFlame, Hexen, 8009, 0)
PROP_Weapon_DownState (S_CFLAMEDOWN)
PROP_Weapon_ReadyState (S_CFLAMEREADY)
PROP_Weapon_AtkState (S_CFLAMEATK)
PROP_Weapon_HoldAtkState (S_CFLAMEATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
PROP_Weapon_MoveCombatDist (27000000)

View file

@ -207,7 +207,6 @@ IMPLEMENT_ACTOR (ACWeapWraithverge, Hexen, -1, 0)
PROP_Weapon_DownState (S_CHOLYDOWN)
PROP_Weapon_ReadyState (S_CHOLYREADY)
PROP_Weapon_AtkState (S_CHOLYATK)
PROP_Weapon_HoldAtkState (S_CHOLYATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_MoveCombatDist (22000000)
PROP_Weapon_AmmoType1 ("Mana1")

View file

@ -64,7 +64,6 @@ IMPLEMENT_ACTOR (ACWeapMace, Hexen, -1, 0)
PROP_Weapon_DownState (S_CMACEDOWN)
PROP_Weapon_ReadyState (S_CMACEREADY)
PROP_Weapon_AtkState (S_CMACEATK)
PROP_Weapon_HoldAtkState (S_CMACEATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-8)
END_DEFAULTS

View file

@ -88,7 +88,6 @@ IMPLEMENT_ACTOR (ACWeapStaff, Hexen, 10, 32)
PROP_Weapon_DownState (S_CSTAFFDOWN)
PROP_Weapon_ReadyState (S_CSTAFFREADY)
PROP_Weapon_AtkState (S_CSTAFFATK)
PROP_Weapon_HoldAtkState (S_CSTAFFATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
PROP_Weapon_MoveCombatDist (25000000)

View file

@ -110,7 +110,6 @@ IMPLEMENT_ACTOR (AFWeapAxe, Hexen, 8010, 27)
PROP_Weapon_DownState (S_FAXEDOWN)
PROP_Weapon_ReadyState (S_FAXEREADY)
PROP_Weapon_AtkState (S_FAXEATK)
PROP_Weapon_HoldAtkState (S_FAXEATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-12)
PROP_Weapon_AmmoType1 ("Mana1")

View file

@ -71,7 +71,6 @@ IMPLEMENT_ACTOR (AFWeapHammer, Hexen, 123, 28)
PROP_Weapon_DownState (S_FHAMMERDOWN)
PROP_Weapon_ReadyState (S_FHAMMERREADY)
PROP_Weapon_AtkState (S_FHAMMERATK)
PROP_Weapon_HoldAtkState (S_FHAMMERATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (0-10)
PROP_Weapon_MoveCombatDist (22000000)

View file

@ -180,7 +180,6 @@ IMPLEMENT_ACTOR (AFWeapFist, Hexen, -1, 0)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCHREADY)
PROP_Weapon_AtkState (S_PUNCHATK1)
PROP_Weapon_HoldAtkState (S_PUNCHATK1)
PROP_Weapon_Kickback (150)
END_DEFAULTS

View file

@ -197,7 +197,6 @@ IMPLEMENT_ACTOR (AFWeapQuietus, Hexen, -1, 0)
PROP_Weapon_DownState (S_FSWORDDOWN)
PROP_Weapon_ReadyState (S_FSWORDREADY)
PROP_Weapon_AtkState (S_FSWORDATK)
PROP_Weapon_HoldAtkState (S_FSWORDATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (10)
PROP_Weapon_MoveCombatDist (20000000)

View file

@ -105,7 +105,6 @@ IMPLEMENT_ACTOR (AMWeapLightning, Hexen, 8040, 0)
PROP_Weapon_DownState (S_MLIGHTNINGDOWN)
PROP_Weapon_ReadyState (S_MLIGHTNINGREADY)
PROP_Weapon_AtkState (S_MLIGHTNINGATK)
PROP_Weapon_HoldAtkState (S_MLIGHTNINGATK)
PROP_Weapon_Kickback (0)
PROP_Weapon_YAdjust (20)
PROP_Weapon_MoveCombatDist (23000000)

View file

@ -225,7 +225,6 @@ IMPLEMENT_ACTOR (AMWeapBloodscourge, Hexen, -1, 0)
PROP_Weapon_DownState (S_MSTAFFDOWN)
PROP_Weapon_ReadyState (S_MSTAFFREADY)
PROP_Weapon_AtkState (S_MSTAFFATK)
PROP_Weapon_HoldAtkState (S_MSTAFFATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (20)
PROP_Weapon_MoveCombatDist (20000000)

View file

@ -46,7 +46,6 @@ IMPLEMENT_ACTOR (AMWeapWand, Hexen, -1, 0)
PROP_Weapon_DownState (S_MWANDDOWN)
PROP_Weapon_ReadyState (S_MWANDREADY)
PROP_Weapon_AtkState (S_MWANDATK)
PROP_Weapon_HoldAtkState (S_MWANDATK)
PROP_Weapon_Kickback (0)
PROP_Weapon_YAdjust (9)
PROP_Weapon_MoveCombatDist (25000000)

View file

@ -128,7 +128,6 @@ IMPLEMENT_ACTOR (APunchDagger, Strife, -1, 0)
PROP_Weapon_DownState (S_PUNCHDOWN)
PROP_Weapon_ReadyState (S_PUNCH)
PROP_Weapon_AtkState (S_PUNCH1)
PROP_Weapon_HoldAtkState (S_PUNCH1)
END_DEFAULTS
//============================================================================
@ -437,7 +436,6 @@ IMPLEMENT_ACTOR (AStrifeCrossbow, Strife, 2001, 0)
PROP_Weapon_DownState (S_EXBOWDOWN)
PROP_Weapon_ReadyState (S_EXBOW)
PROP_Weapon_AtkState (S_EXBOWATK)
PROP_Weapon_HoldAtkState (S_EXBOWATK)
PROP_Weapon_MoveCombatDist (24000000)
PROP_Weapon_AmmoType1 ("ElectricBolts")
PROP_Weapon_SisterType ("StrifeCrossbow2")
@ -464,7 +462,6 @@ IMPLEMENT_STATELESS_ACTOR (AStrifeCrossbow2, Strife, -1, 0)
PROP_Weapon_DownState (S_PXBOWDOWN)
PROP_Weapon_ReadyState (S_PXBOW)
PROP_Weapon_AtkState (S_PXBOWATK)
PROP_Weapon_HoldAtkState (S_PXBOWATK)
PROP_Weapon_AmmoType1 ("PoisonBolts")
PROP_Weapon_SisterType ("StrifeCrossbow")
PROP_Weapon_ProjectileType ("PoisonBolt")
@ -635,7 +632,6 @@ IMPLEMENT_ACTOR (AAssaultGun, Strife, 2002, 0)
PROP_Weapon_DownState (S_ASSAULTDOWN)
PROP_Weapon_ReadyState (S_ASSAULT)
PROP_Weapon_AtkState (S_ASSAULTATK)
PROP_Weapon_HoldAtkState (S_ASSAULTATK)
PROP_Weapon_MoveCombatDist (27000000)
PROP_Weapon_AmmoType1 ("ClipOfBullets")
@ -805,7 +801,6 @@ IMPLEMENT_ACTOR (AMiniMissileLauncher, Strife, 2003, 0)
PROP_Weapon_DownState (S_MMISSILEDOWN)
PROP_Weapon_ReadyState (S_MMISSILE)
PROP_Weapon_AtkState (S_MMISSILEATK)
PROP_Weapon_HoldAtkState (S_MMISSILEATK)
PROP_Weapon_MoveCombatDist (18350080)
PROP_Weapon_AmmoType1 ("MiniMissiles")
@ -986,7 +981,6 @@ IMPLEMENT_ACTOR (AFlameThrower, Strife, 2005, 0)
PROP_Weapon_DownState (S_FLAMERDOWN)
PROP_Weapon_ReadyState (S_FLAMER)
PROP_Weapon_AtkState (S_FLAMERATK)
PROP_Weapon_HoldAtkState (S_FLAMERATK)
PROP_Weapon_UpSound ("weapons/flameidle")
PROP_Weapon_ReadySound ("weapons/flameidle")
PROP_Weapon_AmmoType1 ("EnergyPod")
@ -1156,7 +1150,6 @@ IMPLEMENT_ACTOR (AMauler, Strife, 2004, 0)
PROP_Weapon_DownState (S_MAULER1DOWN)
PROP_Weapon_ReadyState (S_MAULER1)
PROP_Weapon_AtkState (S_MAULER1ATK)
PROP_Weapon_HoldAtkState (S_MAULER1ATK)
PROP_Weapon_MoveCombatDist (15000000)
PROP_Weapon_AmmoType1 ("EnergyPod")
PROP_Weapon_SisterType ("Mauler2")
@ -1183,7 +1176,6 @@ IMPLEMENT_STATELESS_ACTOR (AMauler2, Strife, -1, 0)
PROP_Weapon_DownState (S_MAULER2DOWN)
PROP_Weapon_ReadyState (S_MAULER2)
PROP_Weapon_AtkState (S_MAULER2ATK)
PROP_Weapon_HoldAtkState (S_MAULER2ATK)
PROP_Weapon_MoveCombatDist (10000000)
PROP_Weapon_AmmoType1 ("EnergyPod")
PROP_Weapon_SisterType ("Mauler")
@ -1717,7 +1709,6 @@ IMPLEMENT_ACTOR (AStrifeGrenadeLauncher, Strife, 154, 0)
PROP_Weapon_DownState (S_HEGRENADE_DOWN)
PROP_Weapon_ReadyState (S_HEGRENADE)
PROP_Weapon_AtkState (S_HEGRENADE_ATK)
PROP_Weapon_HoldAtkState (S_HEGRENADE_ATK)
PROP_Weapon_FlashState (S_HEGRENADE_FLASH)
PROP_Weapon_MoveCombatDist (18350080)
PROP_Weapon_AmmoType1 ("HEGrenadeRounds")
@ -1744,7 +1735,6 @@ IMPLEMENT_STATELESS_ACTOR (AStrifeGrenadeLauncher2, Strife, -1, 0)
PROP_Weapon_DownState (S_PHGRENADE_DOWN)
PROP_Weapon_ReadyState (S_PHGRENADE)
PROP_Weapon_AtkState (S_PHGRENADE_ATK)
PROP_Weapon_HoldAtkState (S_PHGRENADE_ATK)
PROP_Weapon_FlashState (S_PHGRENADE_FLASH)
PROP_Weapon_AmmoType1 ("PhosphorusGrenadeRounds")
PROP_Weapon_SisterType ("StrifeGrenadeLauncher")
@ -1906,7 +1896,6 @@ IMPLEMENT_ACTOR (ASigil, Strife, -1, 0)
PROP_Weapon_DownState (S_SIGILDOWN)
PROP_Weapon_ReadyState (S_SIGIL)
PROP_Weapon_AtkState (S_SIGILATK)
PROP_Weapon_HoldAtkState (S_SIGILATK)
PROP_Weapon_FlashState (S_SIGILFLASH)
PROP_Sigil_NumPieces (1)
PROP_SpawnState (0)

View file

@ -1666,15 +1666,16 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
// killough 3/15/98: Allow certain objects to drop off
if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
{
fixed_t floorz = tmfloorz;
// [RH] If the thing is standing on something, use its current z as the floorz.
// This is so that it does not walk off of things onto a drop off.
if (thing->flags2 & MF2_ONMOBJ)
{
floorz = MAX(thing->z, tmfloorz);
}
if (!(thing->flags5&MF5_AVOIDINGDROPOFF))
{
fixed_t floorz = tmfloorz;
// [RH] If the thing is standing on something, use its current z as the floorz.
// This is so that it does not walk off of things onto a drop off.
if (thing->flags2 & MF2_ONMOBJ)
{
floorz = MAX(thing->z, tmfloorz);
}
if (floorz - tmdropoffz > thing->MaxDropOffHeight &&
!(thing->flags2 & MF2_BLASTED))
{ // Can't move over a dropoff unless it's been blasted
@ -1685,7 +1686,8 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
else
{
// special logic to move a monster off a dropoff
if (thing->floorz - floorz > thing->MaxDropOffHeight ||
// this intentionally does not check for standing on things.
if (thing->floorz - tmfloorz > thing->MaxDropOffHeight ||
thing->dropoffz - tmdropoffz > thing->MaxDropOffHeight) return false;
}
}
@ -3614,13 +3616,13 @@ bool PIT_RadiusAttack (AActor *thing)
int damage = (int)points;
if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
else thing->flags2 |= MF2_BLASTED;
else if (thing->player == NULL) thing->flags2 |= MF2_BLASTED;
if (!(thing->flags & MF_ICECORPSE))
{
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
if (!(bombspot->flags2 & MF2_NODMGTHRUST))
if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
{
thrust = points * 0.5f / (float)thing->Mass;
if (bombsource == thing)
@ -3639,7 +3641,7 @@ bool PIT_RadiusAttack (AActor *thing)
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
thing->momx += fixed_t (finecosine[ang] * thrust);
thing->momy += fixed_t (finesine[ang] * thrust);
thing->momz += (fixed_t)momz;
if (bombdodamage) thing->momz += (fixed_t)momz; // this really doesn't work well
}
}
}

View file

@ -1483,7 +1483,7 @@ void P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
{
// blocked move
if (mo->flags2 & MF2_SLIDE || bForceSlide)
if ((mo->flags2 & (MF2_SLIDE|MF2_BLASTED) || bForceSlide) && !(mo->flags&MF_MISSILE))
{
// try to slide along it
if (BlockingMobj == NULL)
@ -2794,10 +2794,6 @@ void AActor::Tick ()
if ((momx | momy) == 0 && (flags2 & MF2_BLASTED))
{ // Reset to not blasted when momentums are gone
flags2 &= ~MF2_BLASTED;
if (!(flags & MF_ICECORPSE))
{
flags2 &= ~MF2_SLIDE;
}
}
if (flags2 & MF2_FLOATBOB)

View file

@ -26,7 +26,6 @@ ACTOR CommanderKeen 72
Loop
Death:
KEEN AB 6
KEEN B 6
KEEN C 6 A_Scream
KEEN DEFGH 6
KEEN I 6 A_NoBlocking