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Merge branch 'master' of https://github.com/rheit/zdoom
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commit
edd2142a0f
6 changed files with 18 additions and 6 deletions
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@ -105,6 +105,7 @@ static FCompatOption Options[] =
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{ "vileghosts", BCOMPATF_VILEGHOSTS, SLOT_BCOMPAT },
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{ "ignoreteleporttags", BCOMPATF_BADTELEPORTERS, SLOT_BCOMPAT },
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{ "rebuildnodes", BCOMPATF_REBUILDNODES, SLOT_BCOMPAT },
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{ "linkfrozenprops", BCOMPATF_LINKFROZENPROPS, SLOT_BCOMPAT },
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// list copied from g_mapinfo.cpp
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{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
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@ -349,6 +349,7 @@ enum
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BCOMPATF_BADTELEPORTERS = 1 << 3, // Ignore tags on Teleport specials
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BCOMPATF_BADPORTALS = 1 << 4, // Restores the old unstable portal behavior
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BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild
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BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other
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};
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// phares 3/20/98:
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@ -352,11 +352,8 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
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SetState("grin", false);
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return 0;
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}
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else if (CurrentState == NULL)
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{
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}
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bEvilGrin = false;
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}
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}
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bool ouch = (!st_oldouch && FaceHealth - player->health > ST_MUCHPAIN) || (st_oldouch && player->health - FaceHealth > ST_MUCHPAIN);
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if (player->damagecount &&
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@ -658,7 +658,8 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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FState *diestate = NULL;
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int gibhealth = GibHealth();
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bool extremelydead = ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH));
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int iflags4 = inflictor == NULL ? 0 : inflictor->flags4;
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bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH));
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// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
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if (DamageType == NAME_Extreme)
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@ -703,7 +704,6 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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}
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if (diestate == NULL)
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{
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int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
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// Don't pass on a damage type this actor cannot handle.
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// (most importantly, prevent barrels from passing on ice damage.)
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@ -2813,6 +2813,11 @@ FUNC(LS_SetPlayerProperty)
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{
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int i;
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if ((ib_compatflags & BCOMPATF_LINKFROZENPROPS) && (mask & (CF_FROZEN | CF_TOTALLYFROZEN)))
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{ // Clearing one of these properties clears both of them (if the compat flag is set.)
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mask = CF_FROZEN | CF_TOTALLYFROZEN;
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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@ -353,3 +353,11 @@ F481922F4881F74760F3C0437FD5EDD0 // map03
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// make the blue key spawn above the 3D floor
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setthingz 918 296
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}
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64B6CE3CB7349B6F6B1A885C449ACB96 // Super Sonic Doom, map31
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{
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// During the end-of-level tally, both PROP_FROZEN and PROP_TOTALLYFROZEN
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// are set, but only PROP_TOTALLYFROZEN is cleared, so PROP_FROZEN is
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// still set when returning to the origin map.
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linkfrozenprops
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}
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