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https://github.com/ZDoom/qzdoom.git
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- Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
treated it as a mace and wrote into some undefined memory. - Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement. - Added a speed parameter to A_SkullAttack. - Fixed: Black as first or only blood color didn't work. - Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag. - Fixed: Spawning a player could play the *gasp sound. - Fixed: SBARINFO's health display didn't scale to the proper maximum. - Added Skulltag's Teleport_NoStop action special. SVN r1074 (trunk)
This commit is contained in:
parent
a5c52d8371
commit
5dc42121b7
19 changed files with 143 additions and 84 deletions
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@ -1,3 +1,17 @@
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July 19, 2008 (Changes by Graf Zahl)
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- Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
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treated it as a mace and wrote into some undefined memory.
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- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
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- Added a speed parameter to A_SkullAttack.
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- Fixed: Black as first or only blood color didn't work.
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- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
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- Fixed: Spawning a player could play the *gasp sound.
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- Fixed: SBARINFO's health display didn't scale to the proper maximum.
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July 18, 2008 (Changes by Graf Zahl)
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- Added const char &operator[] (unsigned int index) to FString class.
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- Added Skulltag's Teleport_NoStop action special.
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July 15, 2008 (Changes by Graf Zahl)
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- Fixed: Strife's EntityBoss didn't copy friendliness information to the
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sub-entities.
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@ -131,6 +131,7 @@ DEFINE_SPECIAL(Floor_Waggle, 138, 5, 5)
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DEFINE_SPECIAL(Thing_SpawnFacing, 139, 2, 4)
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DEFINE_SPECIAL(Sector_ChangeSound, 140, 2, 2)
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DEFINE_SPECIAL(Teleport_NoStop, 154, 2, 3)
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// GZDoom/Vavoom specials
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// Although ZDoom doesn't support them it's better to have them defined so that
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// WADs using them somewhere can at least be started without aborting due
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@ -126,7 +126,7 @@ public:
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float BlueDamageFade;
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bool UpdateWaterLevel (fixed_t oldz, bool splash);
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bool ResetAirSupply ();
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bool ResetAirSupply (bool playgasp = true);
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int GetMaxHealth() const;
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};
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@ -620,7 +620,7 @@ void F_CastTicker (void)
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castnum = 0;
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if (castorder[castnum].info->SeeSound)
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{
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S_Sound (CHAN_VOICE, castorder[castnum].info->SeeSound, 1, ATTN_NONE);
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S_Sound (CHAN_VOICE | CHAN_UI, castorder[castnum].info->SeeSound, 1, ATTN_NONE);
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}
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caststate = castorder[castnum].info->SeeState;
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// [RH] Skip monsters that have been hacked to no longer have attack states
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@ -655,7 +655,7 @@ void F_CastTicker (void)
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if (atkstates[i].match == caststate)
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{
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S_StopAllChannels ();
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S_Sound (CHAN_WEAPON, atkstates[i].sound, 1, ATTN_NONE);
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S_Sound (CHAN_WEAPON | CHAN_UI, atkstates[i].sound, 1, ATTN_NONE);
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break;
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}
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}
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@ -732,11 +732,12 @@ bool F_CastResponder (event_t* ev)
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castattacking = false;
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if (castnum == 16)
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{
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S_Sound (players[consoleplayer].mo, CHAN_VOICE, "*death", 1, ATTN_NONE);
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int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
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if (snd != 0) S_Sound (CHAN_VOICE | CHAN_UI, snd, 1, ATTN_NONE);
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}
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else if (castorder[castnum].info->DeathSound)
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{
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S_Sound (CHAN_VOICE, castorder[castnum].info->DeathSound, 1, ATTN_NONE);
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S_Sound (CHAN_VOICE | CHAN_UI, castorder[castnum].info->DeathSound, 1, ATTN_NONE);
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}
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}
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@ -992,7 +993,7 @@ void F_BunnyScroll (void)
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stage = 6;
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if (stage > laststage)
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{
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S_Sound (CHAN_WEAPON, "weapons/pistol", 1, ATTN_NONE);
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S_Sound (CHAN_WEAPON | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
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laststage = stage;
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}
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@ -1074,28 +1075,28 @@ void F_AdvanceSlideshow ()
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// Macil's speech on map 3 about the Programmer.
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case 1:
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FinaleFlat = "SS2F1";
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S_Sound (CHAN_VOICE, "svox/mac10", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac10", 1, ATTN_NORM);
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FinalePart = 2;
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FinaleEndCount = 9 * TICRATE;
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break;
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case 2:
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FinaleFlat = "SS2F2";
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S_Sound (CHAN_VOICE, "svox/mac11", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac11", 1, ATTN_NORM);
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FinalePart = 3;
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FinaleEndCount = 10 * TICRATE;
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break;
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case 3:
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FinaleFlat = "SS2F3";
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S_Sound (CHAN_VOICE, "svox/mac12", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac12", 1, ATTN_NORM);
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FinalePart = 4;
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FinaleEndCount = 12 * TICRATE;
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break;
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case 4:
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FinaleFlat = "SS2F4";
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S_Sound (CHAN_VOICE, "svox/mac13", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac13", 1, ATTN_NORM);
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FinalePart = -99;
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FinaleEndCount = 17 * TICRATE;
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break;
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@ -1103,28 +1104,28 @@ void F_AdvanceSlideshow ()
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// Macil's speech on map 10 about the Sigil.
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case 5:
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FinaleFlat = "SS3F1";
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S_Sound (CHAN_VOICE, "svox/mac16", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac16", 1, ATTN_NORM);
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FinalePart = 6;
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FinaleEndCount = 10 * TICRATE;
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break;
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case 6:
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FinaleFlat = "SS3F2";
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S_Sound (CHAN_VOICE, "svox/mac17", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac17", 1, ATTN_NORM);
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FinalePart = 7;
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FinaleEndCount = 12 * TICRATE;
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break;
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case 7:
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FinaleFlat = "SS3F3";
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S_Sound (CHAN_VOICE, "svox/mac18", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac18", 1, ATTN_NORM);
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FinalePart = 8;
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FinaleEndCount = 12 * TICRATE;
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break;
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case 8:
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FinaleFlat = "SS3F4";
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S_Sound (CHAN_VOICE, "svox/mac19", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/mac19", 1, ATTN_NORM);
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FinaleEndCount = 11 * TICRATE;
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FinalePart = -99;
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break;
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case 10:
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FinaleFlat = "SS4F1";
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S_StartMusic ("D_HAPPY");
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S_Sound (CHAN_VOICE, "svox/rie01", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/rie01", 1, ATTN_NORM);
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FinaleEndCount = 13 * TICRATE;
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FinalePart = 11;
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break;
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case 11:
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FinaleFlat = "SS4F2";
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S_Sound (CHAN_VOICE, "svox/bbx01", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/bbx01", 1, ATTN_NORM);
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FinaleEndCount = 11 * TICRATE;
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FinalePart = 12;
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break;
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case 12:
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FinaleFlat = "SS4F3";
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S_Sound (CHAN_VOICE, "svox/bbx02", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/bbx02", 1, ATTN_NORM);
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FinaleEndCount = 14 * TICRATE;
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FinalePart = 13;
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break;
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@ -1162,21 +1163,21 @@ void F_AdvanceSlideshow ()
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case 14:
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S_StartMusic ("D_SAD");
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FinaleFlat = "SS5F1";
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S_Sound (CHAN_VOICE, "svox/ss501b", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss501b", 1, ATTN_NORM);
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FinalePart = 15;
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FinaleEndCount = 11 * TICRATE;
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break;
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case 15:
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FinaleFlat = "SS5F2";
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S_Sound (CHAN_VOICE, "svox/ss502b", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss502b", 1, ATTN_NORM);
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FinalePart = 16;
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FinaleEndCount = 10 * TICRATE;
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break;
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case 16:
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FinaleFlat = "SS5F3";
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S_Sound (CHAN_VOICE, "svox/ss503b", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss503b", 1, ATTN_NORM);
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FinalePart = -1;
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FinaleEndCount = 11 * TICRATE;
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break;
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@ -1185,21 +1186,21 @@ void F_AdvanceSlideshow ()
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case 17:
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S_StartMusic ("D_END");
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FinaleFlat = "SS6F1";
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S_Sound (CHAN_VOICE, "svox/ss601a", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss601a", 1, ATTN_NORM);
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FinaleEndCount = 8 * TICRATE;
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FinalePart = 18;
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break;
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case 18:
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FinaleFlat = "SS6F2";
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S_Sound (CHAN_VOICE, "svox/ss602a", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss602a", 1, ATTN_NORM);
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FinalePart = 19;
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FinaleEndCount = 8 * TICRATE;
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break;
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case 19:
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FinaleFlat = "SS6F3";
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S_Sound (CHAN_VOICE, "svox/ss603a", 1, ATTN_NORM);
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S_Sound (CHAN_VOICE | CHAN_UI, "svox/ss603a", 1, ATTN_NORM);
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FinalePart = -1;
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FinaleEndCount = 9 * TICRATE;
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break;
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@ -121,7 +121,7 @@ void A_Mushroom (AActor *actor)
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int i, j, n = actor->GetMissileDamage (0, 1);
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const PClass *spawntype = NULL;
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int index = CheckIndex (1, NULL);
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int index = CheckIndex (2, NULL);
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if (index >= 0)
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{
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spawntype = PClass::FindClass((ENamedName)StateParameters[index]);
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@ -9,6 +9,7 @@
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#include "gi.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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FRandom pr_lost ("LostMissileRange");
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@ -23,20 +24,29 @@ void A_SkullAttack (AActor *self)
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AActor *dest;
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angle_t an;
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int dist;
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int n;
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if (!self->target)
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return;
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int index = CheckIndex (1, NULL);
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if (index >= 0)
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{
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n = FLOAT2FIXED(EvalExpressionF (StateParameters[index], self));
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if (n == 0) n = SKULLSPEED;
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}
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else n = SKULLSPEED;
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dest = self->target;
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self->flags |= MF_SKULLFLY;
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S_Sound (self, CHAN_VOICE, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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self->momx = FixedMul (SKULLSPEED, finecosine[an]);
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self->momy = FixedMul (SKULLSPEED, finesine[an]);
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self->momx = FixedMul (n, finecosine[an]);
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self->momy = FixedMul (n, finesine[an]);
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dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
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dist = dist / SKULLSPEED;
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dist = dist / n;
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if (dist < 1)
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dist = 1;
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@ -1045,6 +1045,26 @@ IMPLEMENT_ACTOR (AMaceSpawner, Heretic, 2002, 0)
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PROP_SpawnState (0)
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END_DEFAULTS
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static bool RespawnMace (AActor *mace, AActor *FirstSpot, int NumMaceSpots)
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{
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if (NumMaceSpots > 0)
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{
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int spotnum = pr_macerespawn () % NumMaceSpots;
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AActor *spot = FirstSpot;
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while (spotnum > 0)
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{
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spot = spot->target;
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spotnum--;
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}
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mace->SetOrigin (spot->x, spot->y, spot->z);
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mace->z = mace->floorz;
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}
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return true;
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}
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// Every mace spawn spot will execute this action. The first one
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// will build a list of all mace spots in the level and spawn a
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// mace. The rest of the spots will do nothing.
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@ -1086,11 +1106,17 @@ void A_SpawnMace (AActor *self)
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return;
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}
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mace = Spawn<AMace> (self->x, self->y, self->z, ALLOW_REPLACE);
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if (mace)
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{
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mace->FirstSpot = firstSpot;
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mace->NumMaceSpots = numspots;
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mace->DoRespawn ();
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if (mace->IsKindOf(RUNTIME_CLASS(AMace)))
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{
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// remember the values for later
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// (works only for the original mace!)
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mace->FirstSpot = firstSpot;
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mace->NumMaceSpots = numspots;
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}
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RespawnMace(mace, firstSpot, numspots);
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// We want this mace to respawn.
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mace->flags &= ~MF_DROPPED;
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}
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@ -1101,21 +1127,7 @@ void A_SpawnMace (AActor *self)
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bool AMace::DoRespawn ()
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{
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if (NumMaceSpots > 0)
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{
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int spotnum = pr_macerespawn () % NumMaceSpots;
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AActor *spot = FirstSpot;
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while (spotnum > 0)
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{
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spot = spot->target;
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spotnum--;
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}
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SetOrigin (spot->x, spot->y, spot->z);
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z = floorz;
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}
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return true;
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return RespawnMace(this, FirstSpot, NumMaceSpots);
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}
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//----------------------------------------------------------------------------
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@ -285,6 +285,8 @@ void A_BishopMissileWeave (AActor *actor)
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int weaveXY, weaveZ;
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int angle;
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if (actor->special2 == 0) actor->special2 = 16;
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weaveXY = actor->special2 >> 16;
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weaveZ = actor->special2 & 0xFFFF;
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angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
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@ -698,7 +698,7 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
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}
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else //default to the class's health
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{
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max = CPlayer->mo->GetDefault()->health;
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max = CPlayer->mo->GetMaxHealth() + CPlayer->stamina;
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}
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}
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else if(cmd.flags == DRAWNUMBER_ARMOR)
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@ -938,7 +938,7 @@ void DSBarInfo::doCommands(SBarInfoBlock &block, int xOffset, int yOffset, int a
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case SBARINFO_DRAWGEM:
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{
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int value = (cmd.flags & DRAWGEM_ARMOR) ? armorAmount : health;
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int max = 100;
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int max = (cmd.flags & DRAWGEM_ARMOR) ? 100 : CPlayer->mo->GetMaxHealth() + CPlayer->stamina;
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bool wiggle = false;
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bool translate = !!(cmd.flags & DRAWGEM_TRANSLATABLE);
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if(max != 0 || value < 0)
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@ -784,6 +784,12 @@ FUNC(LS_Teleport)
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return EV_Teleport (arg0, arg1, ln, backSide, it, true, !arg2, false);
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}
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FUNC( LS_Teleport_NoStop )
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// Teleport_NoStop (tid, sectortag, bNoSourceFog)
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{
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return EV_Teleport( arg0, arg1, ln, backSide, it, true, !arg2, false, false );
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}
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FUNC(LS_Teleport_NoFog)
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// Teleport_NoFog (tid, useang, sectortag)
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{
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|
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@ -3611,7 +3611,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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p->multicount = 0;
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p->lastkilltime = 0;
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p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
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p->mo->ResetAirSupply();
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p->mo->ResetAirSupply(false);
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p->Uncrouch();
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p->momx = p->momy = 0; // killough 10/98: initialize bobbing to 0.
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|
|
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@ -957,8 +957,8 @@ bool EV_DoChange (line_t *line, EChange changetype, int tag);
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//
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// P_TELEPT
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//
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bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation);
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bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation);
|
||||
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation, bool haltMomentum = true);
|
||||
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation, bool haltMomentum = true);
|
||||
bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
|
||||
bool EV_TeleportOther (int other_tid, int dest_tid, bool fog);
|
||||
bool EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog);
|
||||
|
|
|
@ -207,7 +207,7 @@ void P_SpawnTeleportFog(fixed_t x, fixed_t y, fixed_t z, int spawnid)
|
|||
//
|
||||
|
||||
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
|
||||
bool useFog, bool sourceFog, bool keepOrientation)
|
||||
bool useFog, bool sourceFog, bool keepOrientation, bool bHaltMomentum)
|
||||
{
|
||||
fixed_t oldx;
|
||||
fixed_t oldy;
|
||||
|
@ -299,11 +299,13 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
|
|||
if (thing->player)
|
||||
{
|
||||
// [RH] Zoom player's field of vision
|
||||
if (telezoom && thing->player->mo == thing)
|
||||
// [BC] && bHaltMomentum.
|
||||
if (telezoom && thing->player->mo == thing && bHaltMomentum)
|
||||
thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f);
|
||||
}
|
||||
}
|
||||
if (thing->player && (useFog || !keepOrientation))
|
||||
// [BC] && bHaltMomentum.
|
||||
if (thing->player && (useFog || !keepOrientation) && bHaltMomentum)
|
||||
{
|
||||
// Freeze player for about .5 sec
|
||||
if (thing->Inventory == NULL || thing->Inventory->GetSpeedFactor() <= FRACUNIT)
|
||||
|
@ -315,7 +317,8 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
|
|||
thing->momx = FixedMul (thing->Speed, finecosine[angle]);
|
||||
thing->momy = FixedMul (thing->Speed, finesine[angle]);
|
||||
}
|
||||
else if (!keepOrientation) // no fog doesn't alter the player's momentum
|
||||
// [BC] && bHaltMomentum.
|
||||
else if (!keepOrientation && bHaltMomentum) // no fog doesn't alter the player's momentum
|
||||
{
|
||||
thing->momx = thing->momy = thing->momz = 0;
|
||||
// killough 10/98: kill all bobbing momentum too
|
||||
|
@ -417,7 +420,7 @@ static AActor *SelectTeleDest (int tid, int tag)
|
|||
}
|
||||
|
||||
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog,
|
||||
bool sourceFog, bool keepOrientation)
|
||||
bool sourceFog, bool keepOrientation, bool haltMomentum)
|
||||
{
|
||||
AActor *searcher;
|
||||
fixed_t z;
|
||||
|
@ -469,7 +472,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool
|
|||
{
|
||||
z = ONFLOORZ;
|
||||
}
|
||||
if (P_Teleport (thing, searcher->x, searcher->y, z, searcher->angle, fog, sourceFog, keepOrientation))
|
||||
if (P_Teleport (thing, searcher->x, searcher->y, z, searcher->angle, fog, sourceFog, keepOrientation, haltMomentum))
|
||||
{
|
||||
// [RH] Lee Killough's changes for silent teleporters from BOOM
|
||||
if (!fog && line && keepOrientation)
|
||||
|
|
|
@ -920,11 +920,11 @@ bool APlayerPawn::UpdateWaterLevel (fixed_t oldz, bool splash)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
bool APlayerPawn::ResetAirSupply ()
|
||||
bool APlayerPawn::ResetAirSupply (bool playgasp)
|
||||
{
|
||||
bool wasdrowning = (player->air_finished < level.time);
|
||||
|
||||
if (wasdrowning)
|
||||
if (playgasp && wasdrowning)
|
||||
{
|
||||
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
|
||||
}
|
||||
|
|
|
@ -2035,7 +2035,7 @@ CCMD (playsound)
|
|||
{
|
||||
if (argv.argc() > 1)
|
||||
{
|
||||
S_Sound (CHAN_AUTO, argv[1], 1.f, ATTN_NONE);
|
||||
S_Sound (CHAN_AUTO | CHAN_UI, argv[1], 1.f, ATTN_NONE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1537,6 +1537,13 @@ static void ActorBloodColor (FScanner &sc, AActor *defaults, Baggage &bag)
|
|||
}
|
||||
PalEntry pe = MAKERGB(r,g,b);
|
||||
pe.a = CreateBloodTranslation(sc, pe);
|
||||
if (DWORD(pe) == 0)
|
||||
{
|
||||
// If black is the first color being created it will create a value of 0
|
||||
// which stands for 'no translation'
|
||||
// Using (1,1,1) instead of (0,0,0) won't be noticable.
|
||||
pe = MAKERGB(1,1,1);
|
||||
}
|
||||
bag.Info->Class->Meta.SetMetaInt (AMETA_BloodColor, pe);
|
||||
}
|
||||
|
||||
|
|
|
@ -1202,7 +1202,7 @@ void WI_updateDeathmatchStats ()
|
|||
}
|
||||
}
|
||||
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
*/
|
||||
dm_state = 4;
|
||||
}
|
||||
|
@ -1212,7 +1212,7 @@ void WI_updateDeathmatchStats ()
|
|||
{
|
||||
/*
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
|
||||
stillticking = false;
|
||||
|
||||
|
@ -1251,7 +1251,7 @@ void WI_updateDeathmatchStats ()
|
|||
}
|
||||
if (!stillticking)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
dm_state++;
|
||||
}
|
||||
*/
|
||||
|
@ -1261,7 +1261,7 @@ void WI_updateDeathmatchStats ()
|
|||
{
|
||||
if (acceleratestage)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, "players/male/gibbed", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "players/male/gibbed", 1, ATTN_NONE);
|
||||
|
||||
if (gamemode == commercial)
|
||||
WI_initNoState();
|
||||
|
@ -1423,14 +1423,14 @@ void WI_updateNetgameStats ()
|
|||
if (dofrags)
|
||||
cnt_frags[i] = WI_fragSum (i);
|
||||
}
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
ng_state = 10;
|
||||
}
|
||||
|
||||
if (ng_state == 2)
|
||||
{
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
|
||||
stillticking = false;
|
||||
|
||||
|
@ -1449,14 +1449,14 @@ void WI_updateNetgameStats ()
|
|||
|
||||
if (!stillticking)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
ng_state++;
|
||||
}
|
||||
}
|
||||
else if (ng_state == 4)
|
||||
{
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
|
||||
stillticking = false;
|
||||
|
||||
|
@ -1473,14 +1473,14 @@ void WI_updateNetgameStats ()
|
|||
}
|
||||
if (!stillticking)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
ng_state++;
|
||||
}
|
||||
}
|
||||
else if (ng_state == 6)
|
||||
{
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
|
||||
stillticking = false;
|
||||
|
||||
|
@ -1499,14 +1499,14 @@ void WI_updateNetgameStats ()
|
|||
|
||||
if (!stillticking)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
ng_state += 1 + 2*!dofrags;
|
||||
}
|
||||
}
|
||||
else if (ng_state == 8)
|
||||
{
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
|
||||
stillticking = false;
|
||||
|
||||
|
@ -1525,7 +1525,7 @@ void WI_updateNetgameStats ()
|
|||
|
||||
if (!stillticking)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, "player/male/death1", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "player/male/death1", 1, ATTN_NONE);
|
||||
ng_state++;
|
||||
}
|
||||
}
|
||||
|
@ -1533,7 +1533,7 @@ void WI_updateNetgameStats ()
|
|||
{
|
||||
if (acceleratestage)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, PASTSTATS, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, PASTSTATS, 1, ATTN_NONE);
|
||||
WI_initShowNextLoc();
|
||||
}
|
||||
}
|
||||
|
@ -1682,7 +1682,7 @@ void WI_updateStats ()
|
|||
{
|
||||
acceleratestage = 0;
|
||||
sp_state = 10;
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
}
|
||||
cnt_kills[0] = plrs[me].skills;
|
||||
cnt_items[0] = plrs[me].sitems;
|
||||
|
@ -1699,12 +1699,12 @@ void WI_updateStats ()
|
|||
cnt_kills[0] += 2;
|
||||
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
}
|
||||
if (cnt_kills[0] >= plrs[me].skills)
|
||||
{
|
||||
cnt_kills[0] = plrs[me].skills;
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
sp_state++;
|
||||
}
|
||||
}
|
||||
|
@ -1715,12 +1715,12 @@ void WI_updateStats ()
|
|||
cnt_items[0] += 2;
|
||||
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
}
|
||||
if (cnt_items[0] >= plrs[me].sitems)
|
||||
{
|
||||
cnt_items[0] = plrs[me].sitems;
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
sp_state++;
|
||||
}
|
||||
}
|
||||
|
@ -1731,12 +1731,12 @@ void WI_updateStats ()
|
|||
cnt_secret[0] += 2;
|
||||
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
}
|
||||
if (cnt_secret[0] >= plrs[me].ssecret)
|
||||
{
|
||||
cnt_secret[0] = plrs[me].ssecret;
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
sp_state++;
|
||||
}
|
||||
}
|
||||
|
@ -1745,7 +1745,7 @@ void WI_updateStats ()
|
|||
if (gameinfo.gametype == GAME_Doom)
|
||||
{
|
||||
if (!(bcnt&3))
|
||||
S_Sound (CHAN_VOICE, "weapons/pistol", 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
|
||||
|
||||
cnt_time += 3;
|
||||
cnt_par += 3;
|
||||
|
@ -1765,7 +1765,7 @@ void WI_updateStats ()
|
|||
if (cnt_time >= plrs[me].stime / TICRATE)
|
||||
{
|
||||
cnt_total_time = wbs->totaltime / TICRATE;
|
||||
S_Sound (CHAN_VOICE, NEXTSTAGE, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, NEXTSTAGE, 1, ATTN_NONE);
|
||||
sp_state++;
|
||||
}
|
||||
}
|
||||
|
@ -1774,7 +1774,7 @@ void WI_updateStats ()
|
|||
{
|
||||
if (acceleratestage)
|
||||
{
|
||||
S_Sound (CHAN_VOICE, PASTSTATS, 1, ATTN_NONE);
|
||||
S_Sound (CHAN_VOICE | CHAN_UI, PASTSTATS, 1, ATTN_NONE);
|
||||
WI_initShowNextLoc();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -140,6 +140,9 @@ public:
|
|||
|
||||
const char *GetChars() const { return Chars; }
|
||||
const char &operator[] (int index) const { return Chars[index]; }
|
||||
#if SIZE_MAX != UINT_MAX
|
||||
const char &operator[] (unsigned int index) const { return Chars[index]; }
|
||||
#endif
|
||||
const char &operator[] (size_t index) const { return Chars[index]; }
|
||||
|
||||
FString &operator = (const FString &other);
|
||||
|
|
|
@ -35,7 +35,7 @@ class Actor extends Thinker
|
|||
action native A_SargAttack();
|
||||
action native A_HeadAttack();
|
||||
action native A_BruisAttack();
|
||||
action native A_SkullAttack();
|
||||
action native A_SkullAttack(optional eval float speed);
|
||||
action native A_Metal();
|
||||
action native A_SpidRefire();
|
||||
action native A_BabyMetal();
|
||||
|
|
Loading…
Reference in a new issue