- added Boom's fix for finding the highest neighboring light level per sector (compatibility optioned by COMPATF_LIGHT.)

SVN r2343 (trunk)
This commit is contained in:
Christoph Oelckers 2010-05-29 07:07:39 +00:00
commit 042e913022
6 changed files with 155 additions and 11 deletions

View file

@ -1097,10 +1097,10 @@ static menuitem_t CompatibilityItems[] = {
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ bitflag, "Find shortest textures like Doom", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SHORTTEX} },
{ bitflag, "Use buggier stair building", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_STAIRINDEX} },
{ bitflag, "Find neighboring light like Doom", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_LIGHT} },
{ bitflag, "Limit Pain Elementals' Lost Souls", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_LIMITPAIN} },
{ bitflag, "Don't let others hear your pickups", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENTPICKUP} },
{ bitflag, "Actors are infinitely tall", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NO_PASSMOBJ} },
{ bitflag, "Cripple sound for silent BFG trick", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MAGICSILENCE} },
{ bitflag, "Enable wall running", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_WALLRUN} },
{ bitflag, "Spawn item drops on the floor", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOTOSSDROPS} },
{ bitflag, "All special lines can block <use>", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_USEBLOCKING} },
@ -1124,6 +1124,7 @@ static menuitem_t CompatibilityItems[] = {
{ bitflag, "Friendly monsters aren't blocked", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOBLOCKFRIENDS} },
{ bitflag, "Invert sprite sorting", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SPRITESORT} },
{ bitflag, "Use Doom code for hitscan checks", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_HITSCAN} },
{ bitflag, "Cripple sound for silent BFG trick", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MAGICSILENCE} },
{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
};