mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts: wadsrc/static/compatibility.txt
This commit is contained in:
commit
0f425c4c3c
20 changed files with 299 additions and 21 deletions
1
.gitignore
vendored
1
.gitignore
vendored
|
@ -39,3 +39,4 @@
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|||
/lzma/x64/
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/zlib/x64/
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/build_vc2013_64bit
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/build_vc2015
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|
|
|
@ -427,6 +427,7 @@ public:
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short fixedcolormap; // can be set to REDCOLORMAP, etc.
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short fixedlightlevel;
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pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
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TObjPtr<DInterpolation> pspinterp[NUMPSPRITES]; // view sprite interpolations
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int morphTics; // player is a chicken/pig if > 0
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const PClass *MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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int MorphStyle; // which effects to apply for this player instance when morphed
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|
|
|
@ -135,7 +135,7 @@ CCMD (dumpmapthings)
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}
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else
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{
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Printf("%6d none", infos[i]->Key);
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Printf("%6d none\n", infos[i]->Key);
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}
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}
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@ -1726,6 +1726,15 @@ void G_DoPlayerPop(int playernum)
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players[playernum].mo = NULL;
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players[playernum].camera = NULL;
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}
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// Now's the ideal time to remove his psprite interpolations.
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for (int ii = 0; ii < NUMPSPRITES; ii++)
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{
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if (players[playernum].psprites[ii].interpolation != NULL)
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{
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players[playernum].psprites[ii].StopInterpolation();
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players[playernum].pspinterp[ii] = NULL;
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}
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}
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// [RH] Let the scripts know the player left
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FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, NULL, true, playernum);
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}
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|
|
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@ -1417,7 +1417,7 @@ FBehavior *FBehavior::StaticLoadModule (int lumpnum, FileReader *fr, int len)
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else
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{
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delete behavior;
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Printf(TEXTCOLOR_RED "%s: invalid ACS module", Wads.GetLumpFullName(lumpnum));
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Printf(TEXTCOLOR_RED "%s: invalid ACS module\n", Wads.GetLumpFullName(lumpnum));
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return NULL;
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}
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}
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|
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|
@ -184,7 +184,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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const char *message;
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const char *messagename;
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char gendermessage[1024];
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bool friendly;
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int gender;
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// No obituaries for non-players, voodoo dolls or when not wanted
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|
@ -197,8 +196,6 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
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MeansOfDeath = NAME_None;
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friendly = (self->player != attacker->player && self->IsTeammate(attacker));
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mod = MeansOfDeath;
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message = NULL;
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messagename = NULL;
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@ -266,7 +263,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgf
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if (message == NULL && attacker != NULL && attacker->player != NULL)
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{
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if (friendly)
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if (self->player != attacker->player && self->IsTeammate(attacker))
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{
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self = attacker;
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gender = self->player->userinfo.GetGender();
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|
|
|
@ -153,7 +153,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
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AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
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AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
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AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
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AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false);
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
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|
|
|
@ -5923,7 +5923,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
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bool nofreeaim)
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bool nofreeaim, bool noautoaim)
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{
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||||
static const int angdiff[3] = { -1<<26, 1<<26, 0 };
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angle_t an = angle;
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|
@ -5936,7 +5936,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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{
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return NULL;
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}
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if (source->player && source->player->ReadyWeapon && (source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM))
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if (source->player && source->player->ReadyWeapon && ((source->player->ReadyWeapon->WeaponFlags & WIF_NOAUTOAIM) || noautoaim))
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{
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// Keep exactly the same angle and pitch as the player's own aim
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an = angle;
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|
|
|
@ -1104,11 +1104,32 @@ void P_MovePsprites (player_t *player)
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P_CheckWeaponZoom (player);
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}
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}
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psp = &player->psprites[0];
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for (i = 0; i < NUMPSPRITES; i++, psp++)
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{
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if (psp->state == NULL)
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{
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if (psp->interpolation != NULL)
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{
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player->pspinterp[i] = NULL;
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psp->StopInterpolation();
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}
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}
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else if (psp->interpolation == NULL)
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{
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player->pspinterp[i] = psp->SetInterpolation(player - players, i);
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}
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}
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}
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FArchive &operator<< (FArchive &arc, pspdef_t &def)
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{
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arc << def.state << def.tics << def.sx << def.sy
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<< def.sprite << def.frame;
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if (SaveVersion >= 4525)
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arc << def.interpolation;
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return arc;
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}
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|
|
|
@ -26,6 +26,7 @@
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// Basic data types.
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// Needs fixed point, and BAM angles.
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#include "tables.h"
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#include "r_data/r_interpolate.h"
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#include "thingdef/thingdef.h"
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#define WEAPONBOTTOM 128*FRACUNIT
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|
@ -71,6 +72,11 @@ struct pspdef_t
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int sprite;
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int frame;
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bool processPending; // true: waiting for periodic processing on this tick
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TObjPtr<DInterpolation> interpolation;
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DInterpolation *SetInterpolation(int player, int position);
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void UpdateInterpolation(int player);
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void StopInterpolation();
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};
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class FArchive;
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|
|
|
@ -297,6 +297,11 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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{
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dst->mo->player = dst;
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}
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// Fix the psprite interpolation pointers too.
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for (int i = 0; i < NUMPSPRITES; i++)
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{
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dst->psprites[i].UpdateInterpolation(dst - players);
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}
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// These 2 variables may not be overwritten.
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dst->attackdown = attackdown;
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dst->usedown = usedown;
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|
|
|
@ -316,6 +316,7 @@ player_t::player_t()
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memset (&cmd, 0, sizeof(cmd));
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memset (frags, 0, sizeof(frags));
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memset (psprites, 0, sizeof(psprites));
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memset (pspinterp, 0, sizeof(pspinterp));
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}
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player_t &player_t::operator=(const player_t &p)
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|
@ -371,6 +372,7 @@ player_t &player_t::operator=(const player_t &p)
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fixedcolormap = p.fixedcolormap;
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fixedlightlevel = p.fixedlightlevel;
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memcpy(psprites, &p.psprites, sizeof(psprites));
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memcpy(pspinterp, &p.pspinterp, sizeof(pspinterp));
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morphTics = p.morphTics;
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MorphedPlayerClass = p.MorphedPlayerClass;
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MorphStyle = p.MorphStyle;
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|
@ -435,6 +437,10 @@ size_t player_t::FixPointers (const DObject *old, DObject *rep)
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if (*&ConversationNPC == old) ConversationNPC = replacement, changed++;
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if (*&ConversationPC == old) ConversationPC = replacement, changed++;
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if (*&MUSINFOactor == old) MUSINFOactor = replacement, changed++;
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for (int i = 0; i < NUMPSPRITES; i++)
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if (*&pspinterp[i] == old) pspinterp[i] = static_cast<DInterpolation *>(rep), changed++;
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return changed;
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}
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||||
|
@ -454,6 +460,11 @@ size_t player_t::PropagateMark()
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{
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GC::Mark(PendingWeapon);
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}
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for (int i = 0; i < NUMPSPRITES; i++)
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{
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GC::Mark(pspinterp[i]);
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}
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return sizeof(*this);
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}
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|
@ -1562,12 +1573,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
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if (player != NULL)
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{
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player->mo = mo;
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if (player->camera == self)
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{
|
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player->camera = mo;
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}
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player->damagecount = 32;
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}
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].camera == self)
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{
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players[i].camera = mo;
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}
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}
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}
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//----------------------------------------------------------------------------
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|
@ -3049,7 +3063,11 @@ void player_t::Serialize (FArchive &arc)
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for (i = 0; i < MAXPLAYERS; i++)
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arc << frags[i];
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for (i = 0; i < NUMPSPRITES; i++)
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{
|
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arc << psprites[i];
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if (SaveVersion >= 4525)
|
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arc << pspinterp[i];
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}
|
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|
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arc << CurrentPlayerClass;
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|
||||
|
|
|
@ -151,6 +151,35 @@ public:
|
|||
};
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class DPSpriteInterpolation : public DInterpolation
|
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{
|
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DECLARE_CLASS(DPSpriteInterpolation, DInterpolation)
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|
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pspdef_t *psp;
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int player, position;
|
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fixed_t oldx, oldy;
|
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fixed_t bakx, baky;
|
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fixed_t ofsx, ofsy;
|
||||
fixed_t nfsx, nfsy;
|
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|
||||
public:
|
||||
|
||||
DPSpriteInterpolation() {}
|
||||
DPSpriteInterpolation(pspdef_t *psp, int player, int position);
|
||||
void UpdatePointer(int player);
|
||||
void Destroy();
|
||||
void UpdateInterpolation();
|
||||
void Restore();
|
||||
void Interpolate(fixed_t smoothratio);
|
||||
void Serialize(FArchive &arc);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -162,6 +191,7 @@ IMPLEMENT_CLASS(DSectorPlaneInterpolation)
|
|||
IMPLEMENT_CLASS(DSectorScrollInterpolation)
|
||||
IMPLEMENT_CLASS(DWallScrollInterpolation)
|
||||
IMPLEMENT_CLASS(DPolyobjInterpolation)
|
||||
IMPLEMENT_CLASS(DPSpriteInterpolation)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -628,7 +658,6 @@ void DSectorScrollInterpolation::Serialize(FArchive &arc)
|
|||
arc << sector << ceiling << oldx << oldy;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -824,6 +853,113 @@ void DPolyobjInterpolation::Serialize(FArchive &arc)
|
|||
if (arc.IsLoading()) bakverts.Resize(oldverts.Size());
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DPSpriteInterpolation::DPSpriteInterpolation(pspdef_t *_psp, int _player, int _position)
|
||||
: psp(_psp), player(_player), position(_position),
|
||||
ofsx(0), ofsy(0), nfsx(0), nfsy(0)
|
||||
{
|
||||
UpdateInterpolation ();
|
||||
interpolator.AddInterpolation(this);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DPSpriteInterpolation::UpdatePointer(int _player)
|
||||
{
|
||||
player = _player;
|
||||
psp = &players[player].psprites[position];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DPSpriteInterpolation::Destroy()
|
||||
{
|
||||
psp->interpolation = NULL;
|
||||
Super::Destroy();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DPSpriteInterpolation::UpdateInterpolation()
|
||||
{
|
||||
if ( position == ps_weapon )
|
||||
P_BobWeapon( &players[player], psp, &ofsx, &ofsy );
|
||||
|
||||
oldx = psp->sx + ofsx;
|
||||
oldy = psp->sy + ofsy;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DPSpriteInterpolation::Restore()
|
||||
{
|
||||
psp->sx = bakx - nfsx;
|
||||
psp->sy = baky - nfsy;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DPSpriteInterpolation::Interpolate(fixed_t smoothratio)
|
||||
{
|
||||
if ( position == ps_weapon )
|
||||
P_BobWeapon( &players[player], psp, &nfsx, &nfsy );
|
||||
|
||||
bakx = psp->sx + nfsx;
|
||||
baky = psp->sy + nfsy;
|
||||
|
||||
psp->sx = oldx + FixedMul(bakx - oldx, smoothratio) - nfsx;
|
||||
psp->sy = oldy + FixedMul(baky - oldy, smoothratio) - nfsy;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DPSpriteInterpolation::Serialize(FArchive &arc)
|
||||
{
|
||||
Super::Serialize(arc);
|
||||
arc << player << position << oldx << oldy << ofsx << ofsy;
|
||||
UpdatePointer(player);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -944,6 +1080,62 @@ void FPolyObj::StopInterpolation()
|
|||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DInterpolation *pspdef_t::SetInterpolation(int player, int position)
|
||||
{
|
||||
if (interpolation == NULL)
|
||||
{
|
||||
interpolation = new DPSpriteInterpolation(this, player, position);
|
||||
}
|
||||
interpolation->AddRef();
|
||||
GC::WriteBarrier(interpolation);
|
||||
return interpolation;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void pspdef_t::UpdateInterpolation(int player)
|
||||
{
|
||||
if (interpolation != NULL)
|
||||
{
|
||||
barrier_cast<DPSpriteInterpolation *>(interpolation)->UpdatePointer(player);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void pspdef_t::StopInterpolation()
|
||||
{
|
||||
if (interpolation != NULL)
|
||||
{
|
||||
interpolation->DelRef();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
ADD_STAT (interpolations)
|
||||
{
|
||||
|
@ -951,5 +1143,3 @@ ADD_STAT (interpolations)
|
|||
out.Format ("%d interpolations", interpolator.CountInterpolations ());
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1320,6 +1320,7 @@ enum FP_Flags
|
|||
{
|
||||
FPF_AIMATANGLE = 1,
|
||||
FPF_TRANSFERTRANSLATION = 2,
|
||||
FPF_NOAUTOAIM = 4,
|
||||
};
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
|
||||
{
|
||||
|
@ -1358,7 +1359,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
|
|||
// Temporarily adjusts the pitch
|
||||
fixed_t SavedPlayerPitch = self->pitch;
|
||||
self->pitch -= pitch;
|
||||
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget);
|
||||
AActor * misl=P_SpawnPlayerMissile (self, x, y, z, ti, shootangle, &linetarget, NULL, false, (Flags & FPF_NOAUTOAIM) != 0);
|
||||
self->pitch = SavedPlayerPitch;
|
||||
|
||||
// automatic handling of seeker missiles
|
||||
|
@ -5071,7 +5072,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
|
|||
// A_SetSpeed
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
|
@ -5089,6 +5089,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
|
|||
ref->Speed = speed;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_SetFloatSpeed
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
|
||||
{
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_FIXED(speed, 0);
|
||||
ACTION_PARAM_INT(ptr, 1);
|
||||
|
||||
AActor *ref = COPY_AAPTR(self, ptr);
|
||||
|
||||
if (!ref)
|
||||
{
|
||||
ACTION_SET_RESULT(false);
|
||||
return;
|
||||
}
|
||||
|
||||
ref->FloatSpeed = speed;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Common A_Damage handler
|
||||
|
@ -5823,3 +5845,4 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
|
|||
ACTION_PARAM_INT(max, 0);
|
||||
self->RipLevelMax = max;
|
||||
}
|
||||
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4524
|
||||
#define SAVEVER 4525
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -304,6 +304,7 @@ ACTOR Actor native //: Thinker
|
|||
action native A_SetDamageType(name damagetype);
|
||||
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
|
||||
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
|
||||
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
|
||||
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
|
||||
|
|
|
@ -188,6 +188,7 @@ const int CPF_STEALARMOR = 32;
|
|||
// Flags for A_CustomMissile
|
||||
const int FPF_AIMATANGLE = 1;
|
||||
const int FPF_TRANSFERTRANSLATION = 2;
|
||||
const int FPF_NOAUTOAIM = 4;
|
||||
|
||||
// Flags for A_Teleport
|
||||
enum
|
||||
|
|
|
@ -28,7 +28,7 @@ ACTOR CommanderKeen
|
|||
KEEN AB 6
|
||||
KEEN C 6 A_Scream
|
||||
KEEN DEFGH 6
|
||||
KEEN I 6 A_NoBlocking
|
||||
KEEN I 6
|
||||
KEEN J 6
|
||||
KEEN K 6 A_KeenDie
|
||||
KEEN L -1
|
||||
|
|
|
@ -10,7 +10,7 @@ ACTOR Inventory native
|
|||
action native A_JumpIfNoAmmo(state label);
|
||||
action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
|
||||
action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0);
|
||||
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
|
||||
action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, int flags = 0, float pitch = 0);
|
||||
action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", int flags = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float spread_xy = 0, float spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
|
||||
action native A_Light(int extralight);
|
||||
action native A_Light0();
|
||||
|
|
|
@ -397,6 +397,11 @@ A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
|
|||
setthingflags 470 2016
|
||||
}
|
||||
|
||||
D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
|
||||
{
|
||||
nopassover
|
||||
}
|
||||
|
||||
712BB4CFBD0753178CA0C6814BE4C288 // map12 BTSX_E1 - patch some rendering glitches that are problematic to detect
|
||||
{
|
||||
setsectortag 545 32000
|
||||
|
|
Loading…
Reference in a new issue