mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
- added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag. - fixed: Chex Quest's finale pic was wrong. SVN r2143 (trunk)
This commit is contained in:
parent
0246f2bf4d
commit
24a12a04b4
4 changed files with 7 additions and 3 deletions
|
@ -1062,6 +1062,9 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
|
|||
|
||||
thrust = FLOAT2FIXED(fltthrust);
|
||||
|
||||
// Don't apply ultra-small damage thrust
|
||||
if (thrust < FRACUNIT/100) thrust = 0;
|
||||
|
||||
// make fall forwards sometimes
|
||||
if ((damage < 40) && (damage > target->health)
|
||||
&& (target->z - origin->z > 64*FRACUNIT)
|
||||
|
|
|
@ -4356,8 +4356,8 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
|
|||
velz *= 0.8f;
|
||||
}
|
||||
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
|
||||
thing->velx += fixed_t (finecosine[ang] * thrust);
|
||||
thing->vely += fixed_t (finesine[ang] * thrust);
|
||||
thing->velx += FLOAT2FIXED (finecosine[ang] * thrust);
|
||||
thing->vely += FLOAT2FIXED (finesine[ang] * thrust);
|
||||
if (bombdodamage)
|
||||
thing->velz += (fixed_t)velz; // this really doesn't work well
|
||||
}
|
||||
|
|
|
@ -10,6 +10,7 @@ ACTOR Oracle 199
|
|||
Height 56
|
||||
Monster
|
||||
+NOTDMATCH
|
||||
+NOBLOOD
|
||||
DamageFactor "Fire", 0.5
|
||||
DamageFactor "SpectralLow", 0
|
||||
MaxDropoffHeight 32
|
||||
|
|
|
@ -11,7 +11,7 @@ gameinfo
|
|||
chatsound = "misc/chat2"
|
||||
finalemusic = "$MUSIC_VICTOR"
|
||||
finaleflat = "FLOOR4_8"
|
||||
finalepage = "HELP2", "VICTORY2", "ENDPIC"
|
||||
finalepage = "CREDIT", "VICTORY2", "ENDPIC"
|
||||
infopage = "HELP1", "CREDIT"
|
||||
quitsound = "menu/quit1"
|
||||
borderflat = "FLOOR7_2"
|
||||
|
|
Loading…
Reference in a new issue