Revert all "global level removal" changes, as this concept is being discarded in GZDoom.

Keep a couple changes from that commit, though, such as the switch to legacy render style tags in Screen API calls.
This commit is contained in:
Marisa the Magician 2019-01-24 21:09:17 +01:00
commit ee0cf53e9b
16 changed files with 74 additions and 76 deletions

View file

@ -55,7 +55,7 @@ Class ChunkLight : DynamicLight
Destroy();
return;
}
if ( isFrozen() ) return;
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*(10-target.frame)*0.1);
args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1);
args[LIGHT_BLUE] = int(128*(10-target.frame)*0.1);
@ -84,7 +84,7 @@ Class ChunkTrail : Actor
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( globalfreeze || level.frozen ) return;
if ( InStateSequence(CurState,FindState("Death")) ) return;
if ( !target )
{
@ -121,7 +121,7 @@ Class FlakAccumulator : Thinker
static void Accumulate( Actor victim, int amount )
{
let ti = victim.level.CreateThinkerIterator("FlakAccumulator",STAT_USER);
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a, match = null;
while ( a = FlakAccumulator(ti.Next()) )
{
@ -131,7 +131,7 @@ Class FlakAccumulator : Thinker
}
if ( !match )
{
match = new("FlakAccumulator"); // another thinker created through new(), this all looks like a big catastrophe waiting to happen
match = new("FlakAccumulator");
match.ChangeStatNum(STAT_USER);
match.victim = victim;
}
@ -141,7 +141,7 @@ Class FlakAccumulator : Thinker
static int GetAmount( Actor victim )
{
let ti = victim.level.CreateThinkerIterator("FlakAccumulator",STAT_USER);
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a;
while ( a = FlakAccumulator(ti.Next()) )
{
@ -193,7 +193,7 @@ Class FlakChunk : Actor
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( globalfreeze || level.frozen ) return;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
@ -335,7 +335,7 @@ Class SlugSmoke : Actor
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( globalfreeze || level.frozen ) return;
lifetime += lifespeed;
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
@ -369,7 +369,7 @@ Class SlugLight : DynamicLight
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*lifetime);
args[LIGHT_GREEN] = int(224*lifetime);
args[LIGHT_BLUE] = int(128*lifetime);