- added Gez's fix for timing of the boss cube while a time freezer is active.

SVN r3118 (trunk)
This commit is contained in:
Christoph Oelckers 2011-01-23 08:33:30 +00:00
parent f942cd0bf3
commit 07eed2f2be
3 changed files with 12 additions and 0 deletions

View file

@ -325,6 +325,7 @@ enum
MF6_ADDITIVEPOISONDAMAGE = 0x00100000,
MF6_ADDITIVEPOISONDURATION = 0x00200000,
MF6_NOMENU = 0x00400000, // Player class should not appear in the class selection menu.
MF6_BOSSCUBE = 0x00800000, // Actor spawned by A_BrainSpit, flagged for timefreeze reasons.
// --- mobj.renderflags ---

View file

@ -142,6 +142,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
}
// [GZ] Calculates when the projectile will have reached destination
spit->special2 += level.maptime;
spit->flags6 |= MF6_BOSSCUBE;
}
if (!isdefault)

View file

@ -2750,6 +2750,11 @@ void AActor::Tick ()
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
return;
}
}
@ -2780,6 +2785,11 @@ void AActor::Tick ()
if (!(flags5 & MF5_NOTIMEFREEZE))
{
// Boss cubes shouldn't be accelerated by timefreeze
if (flags6 & MF6_BOSSCUBE)
{
special2++;
}
//Added by MC: Freeze mode.
if (bglobal.freeze && !(player && !player->isbot))
{