Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.).

This commit is contained in:
Mari the Deer 2024-04-22 14:34:22 +02:00
commit f38db38751
79 changed files with 349 additions and 183 deletions

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@ -8,7 +8,7 @@ Class Omnisight : Inventory
Mixin SWWMRotatingPickup;
Mixin SWWMUnrealStyleDrop;
override bool TryPickup( in out Actor toucher )
override bool TryPickup( Actor &toucher )
{
if ( !level.allmap )
{
@ -267,7 +267,7 @@ Class TheBall : Actor
override int SpecialMissileHit( Actor victim )
{
if ( (vel.length() <= 5) || ((victim == target) && !bHITOWNER) || (victim == lasthit) || (!victim.bSHOOTABLE && !victim.bSOLID) )
return 1;
return MHIT_PASS;
// check if we should rip or bounce
// girthitude
double girth = (victim.radius+victim.height)/2.*max(50,victim.mass)*(victim.health/double(victim.GetSpawnHealth()));
@ -337,14 +337,14 @@ Class TheBall : Actor
if ( (slamforce > girth) && is_schutt )
{
vel *= .7;
return 1;
return MHIT_PASS;
}
// force bounce
BlockingMobj = victim;
A_HandleBounce();
lasthit = victim;
// pretend to pass through
return 1;
return MHIT_PASS;
}
override void PostBeginPlay()
{