- Gez's misc. bugs patch:

* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of 
  special1 was that I found some projectiles had this set to them, for example in 
  A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.


SVN r1847 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-16 15:57:08 +00:00
parent dc292caaa3
commit a6d9a37ef7
19 changed files with 21 additions and 13 deletions

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@ -1,4 +1,12 @@
September 16, 2009 (Changes by Graf Zahl)
- Gez's misc. bugs patch:
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of
special1 was that I found some projectiles had this set to them, for example in
A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.
- Added some pieces of MBF's friendly AI.
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times

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@ -1741,10 +1741,7 @@ IMPLEMENT_CLASS(AScoreItem)
//
// AScoreItem :: TryPickup
//
// This function does nothing much. Theoretically, the player could have a
// score property which would be incremented by the score items' own score
// property (probably using the Amount property for that), but that is not
// needed for the moment.
// Adds the value (Amount) of the item to the toucher's Score property.
//
//===========================================================================

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@ -477,7 +477,7 @@ public:
// A score item is picked up without being added to the inventory.
// Contrarily to FakeInventory, it does nothing.
// It differs from FakeInventory by doing nothing more than increasing the player's score.
class AScoreItem : public AInventory
{
DECLARE_CLASS (AScoreItem, AInventory)

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@ -111,6 +111,8 @@ class ARandomSpawner : public AActor
newmobj->args[2] = args[2];
newmobj->args[3] = args[3];
newmobj->args[4] = args[4];
newmobj->special1 = special1;
newmobj->special2 = special2;
newmobj->SpawnFlags = SpawnFlags;
newmobj->HandleSpawnFlags();
newmobj->tid = tid;

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@ -2684,6 +2684,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_Gravity:
case APROP_SpawnHealth:
case APROP_JumpZ:
case APROP_Score:
return (GetActorProperty(tid, property) == value);
// Boolean values need to compare to a binary version of value

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@ -1,4 +1,4 @@
ACTOR Dog 888
ACTOR MBFHelperDog 888
{
Game Doom
Health 500

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@ -50,6 +50,13 @@ misc/icebreak icebrk1a
// Retail Doom and Strife use 200.
$rolloff * 200 1200
// Marine's Best Friend -- not just for marines anymore!
dog/active dsdgact
dog/attack dsdgatk
dog/death dsdgdth
dog/pain dsdgpain
dog/sight dsdgsit
/****************************************************************************/
/* */
/* DOOM SOUNDS */
@ -425,13 +432,6 @@ brain/cube dsboscub
brain/cubeboom dsfirxpl
$alias brain/spawn misc/teleport
// Marine's Best Friend
dog/active dsdgact
dog/attack dsdgatk
dog/death dsdgdth
dog/pain dsdgpain
dog/sight dsdgsit
//============================================================================
//

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