mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
- Added 'EndTitle' nextmap option which goes to the regular title loop after
the game has finished. - Added NOBOSSRIP flag. Note: we are now at flags6! - Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function. - Added THRUACTORS flag that disables all actor<->actor collision detection. - Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible targets. - Added SFX_TRANSFERPITCH flag to A_SpawnItemEx. - Added Ultimate Freedoom IWAD detection. - Added GetAirSupply and SetAirSupply functions to ACS. - Fixed: The *surface sound was not played when drowning was switched off by setting the level's air supply to 0. SVN r1619 (trunk)
This commit is contained in:
parent
092512c44a
commit
9c4cbedc26
17 changed files with 144 additions and 87 deletions
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@ -1,4 +1,18 @@
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May 27, 2009
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May 30, 2009 (Changes by Graf Zahl)
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- Added 'EndTitle' nextmap option which goes to the regular title loop after
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the game has finished.
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- Added NOBOSSRIP flag. Note: we are now at flags6!
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- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
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- Added THRUACTORS flag that disables all actor<->actor collision detection.
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- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
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targets.
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- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
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- Added Ultimate Freedoom IWAD detection.
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- Added GetAirSupply and SetAirSupply functions to ACS.
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- Fixed: The *surface sound was not played when drowning was switched off
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by setting the level's air supply to 0.
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May 27, 2009
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- Fixed: The mouse wheel generated no events in GUI mode if you weren't
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fullscreen. (e.g. You could no longer scroll the console with the mouse
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buffer.)
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@ -155,7 +155,7 @@ enum
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MF2_DONTREFLECT = 0x00000001, // this projectile cannot be reflected
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MF2_WINDTHRUST = 0x00000002, // gets pushed around by the wind specials
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//MF2_BOUNCE1 = 0x00000004,
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MF2_DONTSEEKINVISIBLE=0x00000004, // For seeker missiles: Don't home in on invisible/shadow targets
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MF2_BLASTED = 0x00000008, // actor will temporarily take damage from impact
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MF2_FLY = 0x00000010, // fly mode is active
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MF2_FLOORCLIP = 0x00000020, // if feet are allowed to be clipped
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@ -176,7 +176,7 @@ enum
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MF2_NODMGTHRUST = 0x00020000, // does not thrust target when damaging
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MF2_TELESTOMP = 0x00040000, // mobj can stomp another
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MF2_FLOATBOB = 0x00080000, // use float bobbing z movement
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//MF2_BOUNCE2 = 0x00100000,
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MF2_THRUACTORS = 0x00100000, // performs no actor<->actor collision checks
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MF2_IMPACT = 0x00200000, // an MF_MISSILE mobj can activate SPAC_IMPACT
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MF2_PUSHWALL = 0x00400000, // mobj can push walls
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MF2_MCROSS = 0x00800000, // can activate monster cross lines
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@ -304,6 +304,8 @@ enum
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MF5_PAINLESS = 0x40000000, // Actor always inflicts painless damage.
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MF5_MOVEWITHSECTOR = 0x80000000, // P_ChangeSector() will still process this actor if it has MF_NOBLOCKMAP
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MF6_NOBOSSRIP = 0x00000001, // For rippermissiles: Don't rip through bosses.
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// --- mobj.renderflags ---
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@ -646,6 +648,8 @@ public:
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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bool CanSeek(AActor *target) const;
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// info for drawing
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// NOTE: The first member variable *must* be x.
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fixed_t x,y,z;
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@ -683,6 +687,7 @@ public:
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DWORD flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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DWORD flags6; // Shit! Where did all the flags go?
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int special1; // Special info
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int special2; // Special info
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int health;
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@ -71,7 +71,8 @@ const IWADInfo IWADInfos[NUM_IWAD_TYPES] =
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{ "Strife: Teaser (Old Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101), GAME_Strife, "mapinfo/strife.txt", GI_MAPxx | GI_SHAREWARE },
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{ "Strife: Teaser (New Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101), GAME_Strife, "mapinfo/strife.txt", GI_MAPxx | GI_SHAREWARE | GI_TEASER2 },
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{ "Freedoom", "Freedoom", MAKERGB(50,84,67), MAKERGB(198,220,209), GAME_Doom, "mapinfo/doom2.txt", GI_MAPxx },
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{ "Freedoom \"Demo\"", "Freedoom1",MAKERGB(50,84,67), MAKERGB(198,220,209), GAME_Doom, "mapinfo/doom1.txt" },
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{ "Ultimate Freedoom", "Freedoom1",MAKERGB(50,84,67), MAKERGB(198,220,209), GAME_Doom, "mapinfo/doom1.txt" },
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{ "Freedoom \"Demo\"", NULL, MAKERGB(50,84,67), MAKERGB(198,220,209), GAME_Doom, "mapinfo/doom1.txt" },
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{ "FreeDM", "FreeDM", MAKERGB(50,84,67), MAKERGB(198,220,209), GAME_Doom, "mapinfo/doom2.txt", GI_MAPxx },
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{ "Chex(R) Quest", "Chex1", MAKERGB(255,255,0), MAKERGB(0,192,0), GAME_Chex, "mapinfo/chex.txt" },
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{ "Chex(R) Quest 3", "Chex3", MAKERGB(255,255,0), MAKERGB(0,192,0), GAME_Chex, "mapinfo/chex3.txt" },
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"strife0.wad",
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"freedoom.wad", // Freedoom.wad is distributed as Doom2.wad, but this allows to have both in the same directory.
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"freedoom1.wad",
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"freedoomu.wad",
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"freedm.wad",
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"chex.wad",
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"chex3.wad",
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@ -117,6 +119,7 @@ static const char *IWADNames[] =
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"STRIFE0.WAD",
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"FREEDOOM.WAD",
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"FREEDOOM1.WAD",
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"FREEDOOMU.WAD",
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"FREEDM.WAD",
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"CHEX.WAD",
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"CHEX3.WAD",
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}
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}
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}
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#if 0
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else if (header.Magic == ZIP_ID)
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{ // Using a zip as an IWAD replacement requires that the key lumps be in the global scope.
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// This is because most of them will be "Custom IWADs" so all that we really should need
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// to find is GAMEINFO, but why limit ourselves?
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header.NumLumps = 0;
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FileReader *reader = new FileReader(f);
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DWORD centraldir = Zip_FindCentralDir(reader);
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delete reader;
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if (fseek(f, centraldir, SEEK_SET) == 0)
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{
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// First locate directory
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FZipEndOfCentralDirectory directory;
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if (0 != fread(&directory, sizeof(directory), 1, f) && LittleLong(directory.Magic) == 0x06054b50)
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{
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header.NumLumps += LittleLong(directory.NumEntries);
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if (fseek(f, LittleLong(directory.DirectoryOffset), SEEK_SET) == 0)
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{
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// Scan directory for lumps in the global scope with key names.
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do
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{
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FZipCentralDirectoryInfo entry;
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if (0 == fread(&entry, sizeof(entry), 1, f))
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break;
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if (LittleLong(entry.Magic) == 0x02014b50)
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{
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// Now determine the lump's short name
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char* fullname = new char[LittleLong(entry.NameLength)];
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if (0 == fread(fullname, LittleLong(entry.NameLength), 1, f))
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{
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delete[] fullname;
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break;
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}
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FString name = fullname;
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delete[] fullname;
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if(name.LastIndexOf('/') != -1)
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continue;
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name.Truncate(name.LastIndexOf('.'));
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for (size_t j = 0; j < NUM_CHECKLUMPS; j++)
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if (strnicmp (name, checklumps[j], 8) == 0)
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lumpsfound[j]++;
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}
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else
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break;
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}
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while(true);
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}
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}
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}
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}
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#endif
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fclose (f);
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}
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{
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if (lumpsfound[Check_FreeDoom])
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{
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return IWAD_FreeDoom1;
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if (!lumpsfound[Check_e2m1])
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{
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return IWAD_FreeDoom1;
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}
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else
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{
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return IWAD_FreeDoomU;
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}
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}
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for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++)
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{
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@ -74,6 +74,7 @@ enum EIWADType
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IWAD_StrifeTeaser,
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IWAD_StrifeTeaser2,
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IWAD_FreeDoom,
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IWAD_FreeDoomU,
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IWAD_FreeDoom1,
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IWAD_FreeDM,
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IWAD_ChexQuest,
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#include "g_level.h"
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#include "d_event.h"
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#include "v_palette.h"
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#include "d_main.h"
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static void FadePic ();
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static void GetFinaleText (const char *msgLumpName);
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case END_Demon:
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F_DemonScroll ();
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break;
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case END_TitleScreen:
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D_StartTitle ();
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break;
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}
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break;
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@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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// adjust direction
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dest = self->tracer;
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if (!dest || dest->health <= 0 || self->Speed == 0 || (dest->flags5 & MF5_CANTSEEK))
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return;
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// change angle
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@ -414,7 +414,8 @@ enum EndTypes
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END_Underwater,
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END_Chess,
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END_Strife,
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END_BuyStrife
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END_BuyStrife,
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END_TitleScreen
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};
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struct EndSequence
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newSeq.EndType = END_BuyStrife;
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useseq = true;
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}
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else if (sc.Compare("endtitle"))
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{
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newSeq.EndType = END_TitleScreen;
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useseq = true;
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}
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else
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{
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strncpy (mapname, sc.String, 8);
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@ -91,7 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
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dest = self->tracer;
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if (!dest || dest->health <= 0 || self->Speed == 0 || (dest->flags5 & MF5_CANTSEEK))
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if (!dest || dest->health <= 0 || self->Speed == 0 || !self->CanSeek(dest))
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return;
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// change angle
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@ -2796,6 +2796,9 @@ enum EACSFunctions
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ACSF_SetActivatorToTarget,
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ACSF_GetActorViewHeight,
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ACSF_GetChar,
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ACSF_GetAirSupply,
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ACSF_SetAirSupply,
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ACSF_SetSkyScrollSpeed,
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};
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int DLevelScript::SideFromID(int id, int side)
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@ -2907,6 +2910,37 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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}
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}
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case ACSF_GetAirSupply:
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{
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if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
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{
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return 0;
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}
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else
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{
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return players[args[0]].air_finished - level.time;
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}
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}
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case ACSF_SetAirSupply:
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{
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if (args[0] < 0 || args[0] >= MAXPLAYERS || !playeringame[args[0]])
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{
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return 0;
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}
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else
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{
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players[args[0]].air_finished = args[1] + level.time;
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return 1;
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}
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}
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case ACSF_SetSkyScrollSpeed:
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{
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if (args[0] == 1) level.skyspeed1 = FIXED2FLOAT(args[1]);
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else if (args[0] == 2) level.skyspeed2 = FIXED2FLOAT(args[1]);
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return 1;
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}
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default:
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break;
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@ -752,6 +752,9 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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if (thing == tm.thing)
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return true;
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if ((thing->flags2 | tm.thing->flags2) & MF2_THRUACTORS)
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return true;
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if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) )
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return true; // can't hit thing
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@ -967,32 +970,35 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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if (tm.DoRipping && !(thing->flags5 & MF5_DONTRIP))
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{
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if (tm.LastRipped != thing)
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if (!(tm.thing->flags6 & MF6_NOBOSSRIP) || !(thing->flags2 & MF2_BOSS))
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{
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tm.LastRipped = thing;
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if (!(thing->flags & MF_NOBLOOD) &&
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!(thing->flags2 & MF2_REFLECTIVE) &&
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
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{ // Ok to spawn blood
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P_RipperBlood (tm.thing, thing);
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}
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S_Sound (tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
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damage = tm.thing->GetMissileDamage (3, 2);
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
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if (tm.LastRipped != thing)
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{
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P_TraceBleed (damage, thing, tm.thing);
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}
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if (thing->flags2 & MF2_PUSHABLE
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&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
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{ // Push thing
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thing->momx += tm.thing->momx>>2;
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thing->momy += tm.thing->momy>>2;
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tm.LastRipped = thing;
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if (!(thing->flags & MF_NOBLOOD) &&
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!(thing->flags2 & MF2_REFLECTIVE) &&
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!(tm.thing->flags3 & MF3_BLOODLESSIMPACT) &&
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!(thing->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
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{ // Ok to spawn blood
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P_RipperBlood (tm.thing, thing);
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}
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S_Sound (tm.thing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
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damage = tm.thing->GetMissileDamage (3, 2);
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if (!(tm.thing->flags3 & MF3_BLOODLESSIMPACT))
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{
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P_TraceBleed (damage, thing, tm.thing);
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}
|
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if (thing->flags2 & MF2_PUSHABLE
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&& !(tm.thing->flags2 & MF2_CANNOTPUSH))
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{ // Push thing
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thing->momx += tm.thing->momx>>2;
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thing->momy += tm.thing->momy>>2;
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}
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}
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spechit.Clear ();
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return true;
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}
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spechit.Clear ();
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return true;
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}
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// Do damage
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damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
|
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|
|
|
@ -233,6 +233,7 @@ void AActor::Serialize (FArchive &arc)
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<< flags3
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<< flags4
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<< flags5
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<< flags6
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<< special1
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<< special2
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<< health
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|
@ -1403,6 +1404,26 @@ int P_FaceMobj (AActor *source, AActor *target, angle_t *delta)
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}
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}
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||||
|
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//----------------------------------------------------------------------------
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//
|
||||
// CanSeek
|
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//
|
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// Checks if a seeker missile can home in on its target
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//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
bool AActor::CanSeek(AActor *target) const
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{
|
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if (target->flags5 & MF5_CANTSEEK) return false;
|
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if ((flags2 & MF2_DONTSEEKINVISIBLE) &&
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((target->flags & MF_SHADOW) ||
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target->renderflags & RF_INVISIBLE ||
|
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target->RenderStyle.IsVisible(target->alpha)
|
||||
)
|
||||
) return false;
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||||
return true;
|
||||
}
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||||
|
||||
//----------------------------------------------------------------------------
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//
|
||||
// FUNC P_SeekerMissile
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|
@ -1421,7 +1442,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
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AActor *target;
|
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|
||||
target = actor->tracer;
|
||||
if (target == NULL || actor->Speed == 0 || (target->flags5 & MF5_CANTSEEK))
|
||||
if (target == NULL || actor->Speed == 0 || !actor->CanSeek(target))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -965,7 +965,8 @@ bool APlayerPawn::ResetAirSupply (bool playgasp)
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|||
{
|
||||
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
|
||||
}
|
||||
player->air_finished = level.time + level.airsupply;
|
||||
if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
|
||||
else player->air_finished = INT_MAX;
|
||||
return wasdrowning;
|
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}
|
||||
|
||||
|
@ -2330,7 +2331,7 @@ void P_PlayerThink (player_t *player)
|
|||
}
|
||||
|
||||
// Handle air supply
|
||||
if (level.airsupply > 0)
|
||||
//if (level.airsupply > 0)
|
||||
{
|
||||
if (player->mo->waterlevel < 3 ||
|
||||
(player->mo->flags2 & MF2_INVULNERABLE) ||
|
||||
|
|
|
@ -1296,6 +1296,7 @@ enum SIX_Flags
|
|||
SIXF_TELEFRAG=64,
|
||||
// 128 is used by Skulltag!
|
||||
SIXF_TRANSFERAMBUSHFLAG=256,
|
||||
SIXF_TRANSFERPITCH=512,
|
||||
};
|
||||
|
||||
|
||||
|
@ -1311,6 +1312,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|||
}
|
||||
|
||||
mo->angle=self->angle;
|
||||
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
|
||||
while (originator && isMissile(originator)) originator = originator->target;
|
||||
|
||||
if (flags & SIXF_TELEFRAG)
|
||||
|
|
|
@ -94,6 +94,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF, ICECORPSE, AActor, flags),
|
||||
DEFINE_FLAG(MF2, DONTREFLECT, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, WINDTHRUST, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, DONTSEEKINVISIBLE, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, BLASTED, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, FLOORCLIP, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, SPAWNFLOAT, AActor, flags2),
|
||||
|
@ -109,6 +110,7 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
|
||||
DEFINE_FLAG(MF2, THRUACTORS, AActor, flags2),
|
||||
DEFINE_FLAG2(MF2_IMPACT, ACTIVATEIMPACT, AActor, flags2),
|
||||
DEFINE_FLAG2(MF2_PUSHWALL, CANPUSHWALLS, AActor, flags2),
|
||||
DEFINE_FLAG2(MF2_MCROSS, ACTIVATEMCROSS, AActor, flags2),
|
||||
|
@ -207,6 +209,8 @@ static FFlagDef ActorFlags[]=
|
|||
DEFINE_FLAG(MF5, PAINLESS, AActor, flags5),
|
||||
DEFINE_FLAG(MF5, MOVEWITHSECTOR, AActor, flags5),
|
||||
|
||||
DEFINE_FLAG(MF6, NOBOSSRIP, AActor, flags6),
|
||||
|
||||
// Effect flags
|
||||
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
|
||||
DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
|
||||
|
|
|
@ -75,7 +75,7 @@
|
|||
// SAVESIG should match SAVEVER.
|
||||
|
||||
// MINSAVEVER is the minimum level snapshot version that can be loaded.
|
||||
#define MINSAVEVER 1599
|
||||
#define MINSAVEVER 1619
|
||||
|
||||
#if SVN_REVISION_NUMBER < MINSAVEVER
|
||||
// Never write a savegame with a version lower than what we need
|
||||
|
|
|
@ -15,6 +15,7 @@ const int SXF_NOCHECKPOSITION = 32;
|
|||
const int SXF_TELEFRAG=64;
|
||||
const int SXF_CLIENTSPAWN=128; // only used by Skulltag
|
||||
const int SXF_TRANSFERAMBUSHFLAG=256;
|
||||
const int SXF_TRANSFERPITCH=512;
|
||||
|
||||
// Flags for A_Chase
|
||||
const int CHF_FASTCHASE = 1;
|
||||
|
|
Loading…
Reference in a new issue