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- added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
SVN r4296 (trunk)
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0eb72156ed
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3 changed files with 12 additions and 1 deletions
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@ -3879,7 +3879,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->SpawnPoint[2] = (actor->z - actor->floorz);
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}
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actor->FloatBobPhase = rng(); // Don't make everything bob in sync
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if (actor->FloatBobPhase < 0) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
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if (actor->flags2 & MF2_FLOORCLIP)
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{
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actor->AdjustFloorClip ();
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@ -624,6 +624,16 @@ DEFINE_PROPERTY(scale, F, Actor)
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defaults->scaleX = defaults->scaleY = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(floatbobphase, F, Actor)
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{
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PROP_FIXED_PARM(id, 0);
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if (id < -1 || id >= 64) I_Error ("FloatBobPhase must be in range [-1,63]");
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defaults->FloatBobPhase = id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -16,6 +16,7 @@ ACTOR Actor native //: Thinker
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WallBounceFactor 0.75
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BounceCount -1
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FloatSpeed 4
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FloatBobPhase -1 // randomly initialize by default
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Gravity 1
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DamageFactor 1.0
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PushFactor 0.25
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