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- Add Xaser's railgun fixes:
* P_RailAttack's 'sparsity' was being ignored for particle core trails, and 'maxdiff' was ignored when spawning actors. * Fixed the persistent core issue. * Fixed. The default value for the new 'range' parameter was incorrectly set to zero, causing A_FireRailgun to emit a zero-length "rail." SVN r3551 (trunk)
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2 changed files with 3 additions and 2 deletions
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@ -721,7 +721,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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}
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// Create the inner trail.
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if (color2 != -1 && r_rail_trailsparsity > 0)
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if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
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{
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FVector3 trail_step = step * r_rail_trailsparsity;
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int trail_steps = steps * r_rail_trailsparsity;
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@ -461,7 +461,7 @@ void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target,
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void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
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void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
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void P_TraceBleed (int damage, AActor *target); // random direction version
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 0, bool fullbright = false, int duration = 35, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL); // [RH] Shoot a railgun
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void P_RailAttack (AActor *source, int damage, int offset, int color1 = 0, int color2 = 0, float maxdiff = 0, bool silent = false, const PClass *puff = NULL, bool pierce = true, angle_t angleoffset = 0, angle_t pitchoffset = 0, fixed_t distance = 8192*FRACUNIT, bool fullbright = false, int duration = 35, float sparsity = 1.0, float drift = 1.0, const PClass *spawnclass = NULL); // [RH] Shoot a railgun
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bool P_HitFloor (AActor *thing);
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bool P_HitWater (AActor *thing, sector_t *sec, fixed_t splashx = FIXED_MIN, fixed_t splashy = FIXED_MIN, fixed_t splashz=FIXED_MIN, bool checkabove = false, bool alert = true);
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void P_CheckSplash(AActor *self, fixed_t distance);
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@ -504,6 +504,7 @@ inline sector_t *P_PointInSector(fixed_t x, fixed_t y)
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//
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extern BYTE* rejectmatrix; // for fast sight rejection
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extern int* blockmaplump; // offsets in blockmap are from here
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extern int* blockmap;
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extern int bmapwidth;
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extern int bmapheight; // in mapblocks
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