mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
- added a 'block sight' line flag.
- updated UDMF spec for player class and skill amount because the old menu limits no longer apply. - fixed: FloorAndCeiling_LowerRaise needs to consider 4 args in maps to account for the Boom compatibility hack parameter. SVN r3121 (trunk)
This commit is contained in:
parent
a8167b3110
commit
a2acc382df
7 changed files with 18 additions and 10 deletions
|
@ -112,6 +112,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
|
||||
blockprojectiles = <bool>;// Line blocks all projectiles
|
||||
blockuse = <bool>; // Line blocks all use actions
|
||||
blocksight = <bool>; // Line blocks monster line of sight
|
||||
|
||||
}
|
||||
|
||||
|
@ -162,8 +163,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
|
||||
alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
|
||||
gravity = <float>; // Sector's gravity. Default is 1.0.
|
||||
lightcolor = <integer>; // Sector'S light color as RRGGBB value, default = 0xffffff.
|
||||
fadecolor = <integer>; // Sector'S fog color as RRGGBB value, default = 0x000000.
|
||||
lightcolor = <integer>; // Sector's light color as RRGGBB value, default = 0xffffff.
|
||||
fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
|
||||
desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
|
||||
silent = <bool>; // Actors in this sector make no sound,
|
||||
nofallingdamage = <bool>; // Falling damage is disabled in this sector
|
||||
|
@ -183,12 +184,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
|
|||
|
||||
thing
|
||||
{
|
||||
skill# = <bool> // Unlike the base spec, # can range from 1-8.
|
||||
// 8 is the maximum amount of skills the skill
|
||||
// menu can display.
|
||||
class# = <bool> // Unlike the base spec, # can range from 1-8.
|
||||
// 8 is the maximum amount of classes the class
|
||||
// menu can display.
|
||||
skill# = <bool> // Unlike the base spec, # can range from 1-16.
|
||||
class# = <bool> // Unlike the base spec, # can range from 1-16.
|
||||
conversation = <int> // Assigns a conversation dialogue to this thing.
|
||||
// Parameter is the conversation ID, 0 meaning none.
|
||||
countsecret = <bool>; // Picking up this actor counts as a secret.
|
||||
|
@ -292,6 +289,10 @@ Added 'countsecret' actor property.
|
|||
1.15 14.12.2010
|
||||
Added vertex floor and ceiling height properties
|
||||
|
||||
1.16 23.01.2011
|
||||
Added blocksight linedef flag
|
||||
Removed remarks of 8 being the maximum number of player classes/skill levels the menu can handle so the spec now properly lists 16 as limit.
|
||||
|
||||
===============================================================================
|
||||
EOF
|
||||
===============================================================================
|
||||
|
|
|
@ -227,7 +227,7 @@ DEFINE_SPECIAL(Elevator_LowerToNearest, 247, 2, 2, 2)
|
|||
DEFINE_SPECIAL(HealThing, 248, 1, 2, 2)
|
||||
DEFINE_SPECIAL(Door_CloseWaitOpen, 249, 3, 4, 4)
|
||||
DEFINE_SPECIAL(Floor_Donut, 250, 3, 3, 3)
|
||||
DEFINE_SPECIAL(FloorAndCeiling_LowerRaise, 251, 3, 3, 3)
|
||||
DEFINE_SPECIAL(FloorAndCeiling_LowerRaise, 251, 3, 3, 4)
|
||||
DEFINE_SPECIAL(Ceiling_RaiseToNearest, 252, 2, 2, 2)
|
||||
DEFINE_SPECIAL(Ceiling_LowerToLowest, 253, 2, 2, 2)
|
||||
DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 2, 2)
|
||||
|
|
|
@ -152,6 +152,7 @@ enum ELineFlags
|
|||
ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
|
||||
ML_BLOCKPROJECTILE = 0x01000000,
|
||||
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
|
||||
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -443,6 +443,7 @@ xx(smoothlighting)
|
|||
xx(blockprojectiles)
|
||||
xx(blockuse)
|
||||
xx(hidden)
|
||||
xx(blocksight)
|
||||
|
||||
xx(Renderstyle)
|
||||
|
||||
|
|
|
@ -2473,6 +2473,7 @@ FUNC(LS_Line_SetBlocking)
|
|||
ML_BLOCKEVERYTHING,
|
||||
ML_RAILING,
|
||||
ML_BLOCKUSE,
|
||||
ML_BLOCKSIGHT,
|
||||
-1
|
||||
};
|
||||
|
||||
|
|
|
@ -256,7 +256,7 @@ bool SightCheck::P_SightCheckLine (line_t *ld)
|
|||
}
|
||||
|
||||
// try to early out the check
|
||||
if (!ld->backsector || !(ld->flags & ML_TWOSIDED))
|
||||
if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT))
|
||||
return false; // stop checking
|
||||
|
||||
// [RH] don't see past block everything lines
|
||||
|
|
|
@ -874,6 +874,10 @@ public:
|
|||
Flag(ld->flags, ML_BLOCKUSE, key);
|
||||
continue;
|
||||
|
||||
case NAME_blocksight:
|
||||
Flag(ld->flags, ML_BLOCKSIGHT, key);
|
||||
continue;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue