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