- flattened the following commits by Major Cooke:

* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.

* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.

The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
This commit is contained in:
Christoph Oelckers 2016-03-23 14:03:10 +01:00
commit 0d1fbcf65f
8 changed files with 131 additions and 38 deletions

View file

@ -5747,7 +5747,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
argCount > 8 ? args[8] : 0,
argCount > 9 ? FIXED2DBL(args[9]) : 1.0,
argCount > 10 ? FIXED2DBL(args[10]) : 1.0,
argCount > 11 ? FIXED2DBL(args[11]) : 1.0 );
argCount > 11 ? FIXED2DBL(args[11]) : 1.0,
argCount > 12 ? args[12] : 0,
argCount > 13 ? args[13] : 0);
}
case ACSF_SetLineActivation: