mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
8451cc6e9f
4 changed files with 23 additions and 18 deletions
|
@ -26,8 +26,6 @@ void A_FAxeAttack (AActor *actor);
|
||||||
|
|
||||||
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
|
extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget);
|
||||||
|
|
||||||
EXTERN_CVAR (Int, cl_bloodtype)
|
|
||||||
|
|
||||||
// The Fighter's Axe --------------------------------------------------------
|
// The Fighter's Axe --------------------------------------------------------
|
||||||
|
|
||||||
class AFWeapAxe : public AFighterWeapon
|
class AFWeapAxe : public AFighterWeapon
|
||||||
|
|
|
@ -4879,7 +4879,8 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos)
|
||||||
const PClass *bloodcls = thing->GetBloodType();
|
const PClass *bloodcls = thing->GetBloodType();
|
||||||
|
|
||||||
P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
|
P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
|
||||||
if (cl_bloodtype <= 1 && bloodcls != NULL)
|
|
||||||
|
if (bloodcls != NULL)
|
||||||
{
|
{
|
||||||
AActor *mo;
|
AActor *mo;
|
||||||
|
|
||||||
|
@ -4892,14 +4893,15 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos)
|
||||||
{
|
{
|
||||||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
angle_t an;
|
||||||
|
an = (M_Random () - 128) << 24;
|
||||||
if (cl_bloodtype >= 1)
|
if (cl_bloodtype >= 1)
|
||||||
{
|
{
|
||||||
angle_t an;
|
P_DrawSplash2(32, thing->x, thing->y, thing->z + thing->height / 2, an, 2, bloodcolor);
|
||||||
|
|
||||||
an = (M_Random () - 128) << 24;
|
|
||||||
P_DrawSplash2 (32, thing->x, thing->y,
|
|
||||||
thing->z + thing->height/2, an, 2, bloodcolor);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
|
if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
|
||||||
|
|
|
@ -4874,7 +4874,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
|
||||||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||||||
bloodtype = 0;
|
bloodtype = 0;
|
||||||
|
|
||||||
if (bloodcls!=NULL && bloodtype <= 1)
|
if (bloodcls != NULL)
|
||||||
{
|
{
|
||||||
z += pr_spawnblood.Random2 () << 10;
|
z += pr_spawnblood.Random2 () << 10;
|
||||||
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||||||
|
@ -4945,7 +4945,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
|
||||||
}
|
}
|
||||||
|
|
||||||
statedone:
|
statedone:
|
||||||
|
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
|
||||||
if (bloodtype >= 1)
|
if (bloodtype >= 1)
|
||||||
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
|
P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
|
||||||
}
|
}
|
||||||
|
@ -4966,7 +4966,7 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||||||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||||||
bloodtype = 0;
|
bloodtype = 0;
|
||||||
|
|
||||||
if (bloodcls!=NULL && bloodtype <= 1)
|
if (bloodcls != NULL)
|
||||||
{
|
{
|
||||||
AActor *mo;
|
AActor *mo;
|
||||||
|
|
||||||
|
@ -4981,6 +4981,8 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||||||
{
|
{
|
||||||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||||
}
|
}
|
||||||
if (bloodtype >= 1)
|
if (bloodtype >= 1)
|
||||||
{
|
{
|
||||||
|
@ -5004,7 +5006,7 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||||||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||||||
bloodtype = 0;
|
bloodtype = 0;
|
||||||
|
|
||||||
if (bloodcls!=NULL && bloodtype <= 1)
|
if (bloodcls != NULL)
|
||||||
{
|
{
|
||||||
AActor *mo;
|
AActor *mo;
|
||||||
|
|
||||||
|
@ -5019,6 +5021,8 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator)
|
||||||
{
|
{
|
||||||
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
|
||||||
}
|
}
|
||||||
if (bloodtype >= 1)
|
if (bloodtype >= 1)
|
||||||
{
|
{
|
||||||
|
@ -5047,7 +5051,7 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
||||||
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES))
|
||||||
bloodtype = 0;
|
bloodtype = 0;
|
||||||
|
|
||||||
if (bloodcls!=NULL && bloodtype <= 1)
|
if (bloodcls != NULL)
|
||||||
{
|
{
|
||||||
AActor *th;
|
AActor *th;
|
||||||
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement
|
||||||
|
@ -5064,6 +5068,8 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
||||||
{
|
{
|
||||||
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE;
|
||||||
}
|
}
|
||||||
if (bloodtype >= 1)
|
if (bloodtype >= 1)
|
||||||
{
|
{
|
||||||
|
|
|
@ -778,11 +778,10 @@ void FTextureManager::ParseAnimatedDoor(FScanner &sc)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
frames.Push(v);
|
frames.Push(v);
|
||||||
if (!sc.CheckString("allowdecals"))
|
}
|
||||||
{
|
else if (!sc.Compare("allowdecals"))
|
||||||
Texture(v)->bNoDecals = true;
|
{
|
||||||
}
|
if (anim.BaseTexture.Exists()) Texture(anim.BaseTexture)->bNoDecals = true;
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue