- 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)
|
@ -1,4 +1,12 @@
|
||||||
September 16, 2009 (Changes by Graf Zahl)
|
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.
|
- Added some pieces of MBF's friendly AI.
|
||||||
- Cleaned up A_LookEx code and merged most of it with the base functions.
|
- 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
|
The major difference was a common piece of code that was repeated 5 times
|
||||||
|
|
|
@ -1741,10 +1741,7 @@ IMPLEMENT_CLASS(AScoreItem)
|
||||||
//
|
//
|
||||||
// AScoreItem :: TryPickup
|
// AScoreItem :: TryPickup
|
||||||
//
|
//
|
||||||
// This function does nothing much. Theoretically, the player could have a
|
// Adds the value (Amount) of the item to the toucher's Score property.
|
||||||
// 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.
|
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
|
|
|
@ -477,7 +477,7 @@ public:
|
||||||
|
|
||||||
|
|
||||||
// A score item is picked up without being added to the inventory.
|
// 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
|
class AScoreItem : public AInventory
|
||||||
{
|
{
|
||||||
DECLARE_CLASS (AScoreItem, AInventory)
|
DECLARE_CLASS (AScoreItem, AInventory)
|
||||||
|
|
|
@ -111,6 +111,8 @@ class ARandomSpawner : public AActor
|
||||||
newmobj->args[2] = args[2];
|
newmobj->args[2] = args[2];
|
||||||
newmobj->args[3] = args[3];
|
newmobj->args[3] = args[3];
|
||||||
newmobj->args[4] = args[4];
|
newmobj->args[4] = args[4];
|
||||||
|
newmobj->special1 = special1;
|
||||||
|
newmobj->special2 = special2;
|
||||||
newmobj->SpawnFlags = SpawnFlags;
|
newmobj->SpawnFlags = SpawnFlags;
|
||||||
newmobj->HandleSpawnFlags();
|
newmobj->HandleSpawnFlags();
|
||||||
newmobj->tid = tid;
|
newmobj->tid = tid;
|
||||||
|
|
|
@ -2684,6 +2684,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
|
||||||
case APROP_Gravity:
|
case APROP_Gravity:
|
||||||
case APROP_SpawnHealth:
|
case APROP_SpawnHealth:
|
||||||
case APROP_JumpZ:
|
case APROP_JumpZ:
|
||||||
|
case APROP_Score:
|
||||||
return (GetActorProperty(tid, property) == value);
|
return (GetActorProperty(tid, property) == value);
|
||||||
|
|
||||||
// Boolean values need to compare to a binary version of value
|
// Boolean values need to compare to a binary version of value
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
ACTOR Dog 888
|
ACTOR MBFHelperDog 888
|
||||||
{
|
{
|
||||||
Game Doom
|
Game Doom
|
||||||
Health 500
|
Health 500
|
||||||
|
|
|
@ -50,6 +50,13 @@ misc/icebreak icebrk1a
|
||||||
// Retail Doom and Strife use 200.
|
// Retail Doom and Strife use 200.
|
||||||
$rolloff * 200 1200
|
$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 */
|
/* DOOM SOUNDS */
|
||||||
|
@ -425,13 +432,6 @@ brain/cube dsboscub
|
||||||
brain/cubeboom dsfirxpl
|
brain/cubeboom dsfirxpl
|
||||||
$alias brain/spawn misc/teleport
|
$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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