- Fixed: Bouncing projectiles should not bounce off horizon lines. Now they

vanish instead.
- Changed masses of ice chunks and glass shards to make small splashes


SVN r231 (trunk)
This commit is contained in:
Christoph Oelckers 2006-06-28 11:14:20 +00:00
parent 7ff576adf4
commit 81ee5b4942
5 changed files with 28 additions and 1 deletions

View file

@ -1,4 +1,7 @@
June 27, 2006 (Changes by Graf Zahl)
June 28, 2006 (Changes by Graf Zahl)
- Fixed: Bouncing projectiles should not bounce off horizon lines. Now they
vanish instead.
- Changed masses of ice chunks and glass shards to make small splashes
- Fixed: P_UndoPlayerMorph didn't properly transfer the inventory. It just
copied the pointer instead of using ObtainInventory.

View file

@ -33,6 +33,7 @@ FState AIceChunk::States[] =
IMPLEMENT_ACTOR (AIceChunk, Any, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (4)
PROP_Mass(5)
PROP_Flags (MF_DROPOFF)
PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH|MF2_FLOORCLIP|MF2_NOTELEPORT)
@ -57,6 +58,7 @@ FState AIceChunkHead::States[] =
IMPLEMENT_ACTOR (AIceChunkHead, Any, -1, 0)
PROP_RadiusFixed (3)
PROP_HeightFixed (4)
PROP_Mass(5)
PROP_DamageType (MOD_ICE)
PROP_Flags (MF_DROPOFF)
PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH)

View file

@ -190,6 +190,11 @@ typedef enum {
Sector_ChangeSound = 140,
// GZDoom/Vavoom specials (put here so that they don't accidentally redefined)
Sector_SetPlaneReflection = 159,
Sector_Set3DFloor = 160,
Sector_SetContents = 161,
// [RH] Begin new specials for ZDoom
Plat_UpNearestWaitDownStay = 172,
NoiseAlert = 173,

View file

@ -2441,6 +2441,13 @@ bool P_BounceWall (AActor *mo)
line = bestslideline;
}
if (line->special == Line_Horizon)
{
mo->SeeSound = 0; // it might make a sound otherwise
mo->Destroy();
return true;
}
side = P_PointOnLineSide (mo->x, mo->y, line);
lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
if (side == 1)

View file

@ -174,6 +174,7 @@ ACTOR SGShard1 : GlassShard
{
SpawnID 54
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -193,6 +194,7 @@ ACTOR SGShard2 : GlassShard
{
SpawnID 55
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -212,6 +214,7 @@ ACTOR SGShard3 : GlassShard
{
SpawnID 56
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -231,6 +234,7 @@ ACTOR SGShard4 : GlassShard
{
SpawnID 57
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -250,6 +254,7 @@ ACTOR SGShard5 : GlassShard
{
SpawnID 58
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -269,6 +274,7 @@ ACTOR SGShard6 : GlassShard
{
SpawnID 59
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -288,6 +294,7 @@ ACTOR SGShard7 : GlassShard
{
SpawnID 60
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -307,6 +314,7 @@ ACTOR SGShard8 : GlassShard
{
SpawnID 61
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -326,6 +334,7 @@ ACTOR SGShard9 : GlassShard
{
SpawnID 62
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT
@ -345,6 +354,7 @@ ACTOR SGShard0 : GlassShard
{
SpawnID 63
Radius 5
Mass 5
Projectile
-ACTIVATEMCROSS
-ACTIVATEIMPACT