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SVN r52 (trunk)
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36e37becb5
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7 changed files with 25 additions and 8 deletions
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@ -1,4 +1,15 @@
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April 17, 2006 (Changes by Graf Zahl)
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April 17, 2006 (Changes by Graf Zahl)
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- Fixed: The Oracle Pass is an item, not a key. Strictly speaking the
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same applies to the Prison pass but having that as a key masks
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some bad design in Strife so it is better to leave it a key.
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- Fixed: The spectral lightning spot used a weird combination of flags
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that made it act quite unexpectedly. After removing all flags except
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MF_NOBLOCKMAP it seems to do what it is supposed to do. I also had
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to add a new flag, MF5_NODROPOFF to prevent the spot from moving over
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tall ledges.
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- Fixed: When giving an autoactivatable item to the player a copy is
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created to allow respawning. But when the item had been successully
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used the original was destroyed, not the copy.
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- Fixed: dssiglup was misspelled as dssglup in SNDINFO so the Sigil's
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- Fixed: dssiglup was misspelled as dssglup in SNDINFO so the Sigil's
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charging sound never played.
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charging sound never played.
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- Fixed: The sigil doesn't use the generic weapon pickup sound. It should
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- Fixed: The sigil doesn't use the generic weapon pickup sound. It should
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@ -275,6 +275,7 @@ enum
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MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTER = 0x00000001, // moves faster when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
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MF5_FASTMELEE = 0x00000002, // has a faster melee attack when DF_FAST_MONSTERS or nightmare is on.
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MF5_NODROPOFF = 0x00000004, // cannot drop off under any circumstances.
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -1132,8 +1132,8 @@ bool AInventory::TryPickup (AActor *toucher)
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{
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{
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if (--copy->Amount <= 0)
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if (--copy->Amount <= 0)
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{
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{
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flags &= ~MF_SPECIAL;
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copy->flags &= ~MF_SPECIAL;
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SetState (&States[S_HOLDANDDESTROY]);
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copy->SetState (&States[S_HOLDANDDESTROY]);
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}
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}
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}
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}
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}
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}
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@ -234,8 +234,9 @@ IMPLEMENT_ACTOR (ASpectralLightningSpot, Strife, -1, 0)
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PROP_SpawnState (0)
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PROP_SpawnState (0)
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PROP_SpeedFixed (18)
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PROP_SpeedFixed (18)
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PROP_ReactionTime (70)
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PROP_ReactionTime (70)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
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PROP_Flags (MF_NOBLOCKMAP)
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PROP_Flags3 (MF3_FLOORHUGGER)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_Flags5 (MF5_NODROPOFF)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HR_SHADOW)
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PROP_Alpha (HR_SHADOW)
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END_DEFAULTS
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END_DEFAULTS
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@ -825,7 +825,6 @@ END_DEFAULTS
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bool APrisonPass::TryPickup (AActor *toucher)
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bool APrisonPass::TryPickup (AActor *toucher)
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{
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{
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Super::TryPickup (toucher);
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
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EV_DoDoor (DDoor::doorOpen, NULL, toucher, 223, 2*FRACUNIT, 0, 0, 0);
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toucher->GiveInventoryType (QuestItemClasses[9]);
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toucher->GiveInventoryType (QuestItemClasses[9]);
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return true;
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return true;
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@ -855,9 +854,9 @@ bool APrisonPass::SpecialDropAction (AActor *dropper)
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// Oracle Pass --------------------------------------------------------------
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// Oracle Pass --------------------------------------------------------------
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class AOraclePass : public AKey
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class AOraclePass : public AInventory
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{
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{
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DECLARE_ACTOR (AOraclePass, AKey)
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DECLARE_ACTOR (AOraclePass, AInventory)
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public:
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public:
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bool TryPickup (AActor *toucher);
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bool TryPickup (AActor *toucher);
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const char *PickupMessage ();
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const char *PickupMessage ();
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@ -873,6 +872,7 @@ IMPLEMENT_ACTOR (AOraclePass, Strife, -1, 0)
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PROP_StrifeTeaserType (292)
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PROP_StrifeTeaserType (292)
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PROP_StrifeTeaserType2 (309)
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PROP_StrifeTeaserType2 (309)
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PROP_SpawnState (0)
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PROP_SpawnState (0)
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PROP_Inventory_FlagsSet(IF_INVBAR)
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PROP_Inventory_Icon ("I_OTOK")
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PROP_Inventory_Icon ("I_OTOK")
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PROP_Tag ("Oracle_Pass")
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PROP_Tag ("Oracle_Pass")
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END_DEFAULTS
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END_DEFAULTS
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@ -1661,7 +1661,7 @@ BOOL P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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}
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}
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// killough 3/15/98: Allow certain objects to drop off
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// killough 3/15/98: Allow certain objects to drop off
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if (!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE)))
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if ((!dropoff && !(thing->flags & (MF_DROPOFF|MF_FLOAT|MF_MISSILE))) || (thing->flags5&MF5_NODROPOFF))
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{
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{
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fixed_t floorz = tmfloorz;
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fixed_t floorz = tmfloorz;
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// [RH] If the thing is standing on something, use its current z as the floorz.
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// [RH] If the thing is standing on something, use its current z as the floorz.
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@ -215,6 +215,10 @@ static flagdef ActorFlags[]=
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DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
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DEFINE_FLAG(MF4, FRIGHTENED, AActor, flags4),
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DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
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DEFINE_FLAG(MF4, NOBOUNCESOUND, AActor, flags4),
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DEFINE_FLAG(MF5, FASTER, AActor, flags5),
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DEFINE_FLAG(MF5, FASTMELEE, AActor, flags5),
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DEFINE_FLAG(MF5, NODROPOFF, AActor, flags5),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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