- Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though he doesn't need it. - Added custom blood type properties to DECORATE. - Converted Blood to DECORATE and made some minor changes to the code in preparation for custom blood types. - Converted the bot helper things to DECORATE. - Added damage type specific crash states. SVN r395 (trunk)
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4467cd6563
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20 changed files with 337 additions and 215 deletions
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@ -446,15 +446,6 @@ AActor *DCajunMaster::Find_enemy (AActor *bot)
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}
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class ACajunBodyNode : public AActor
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{
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DECLARE_STATELESS_ACTOR (ACajunBodyNode, AActor)
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};
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IMPLEMENT_STATELESS_ACTOR (ACajunBodyNode, Any, -1, 0)
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PROP_Flags (MF_NOSECTOR | MF_NOGRAVITY)
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PROP_RenderFlags (RF_INVISIBLE)
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END_DEFAULTS
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//Creates a temporary mobj (invisible) at the given location.
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void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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@ -464,14 +455,14 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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if (body1)
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body1->SetOrigin (x, y, z);
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else
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body1 = Spawn<ACajunBodyNode> (x, y, z, NO_REPLACE);
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body1 = Spawn ("ACajunBodyNode", x, y, z, NO_REPLACE);
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}
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else if (hostnum == 2)
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{
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if (body2)
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body2->SetOrigin (x, y, z);
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else
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body2 = Spawn<ACajunBodyNode> (x, y, z, NO_REPLACE);
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body2 = Spawn ("ACajunBodyNode", x, y, z, NO_REPLACE);
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}
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}
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@ -483,23 +474,11 @@ void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
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//This function assumes actor->player->angle
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//has been set an is the main aiming angle.
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class ACajunTrace : public AActor
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{
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DECLARE_STATELESS_ACTOR (ACajunTrace, AActor)
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};
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IMPLEMENT_STATELESS_ACTOR (ACajunTrace, Any, -1, 0)
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PROP_SpeedFixed (12)
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PROP_RadiusFixed (6)
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PROP_HeightFixed (8)
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PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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END_DEFAULTS
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//Emulates missile travel. Returns distance travelled.
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fixed_t DCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
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{
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AActor *th = Spawn<ACajunTrace> (source->x, source->y, source->z + 4*8*FRACUNIT, NO_REPLACE);
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AActor *th = Spawn ("CajunTrace", source->x, source->y, source->z + 4*8*FRACUNIT, NO_REPLACE);
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th->target = source; // where it came from
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