- Fixed: player_t::Powers was not saved in a savegame.

- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
This commit is contained in:
Christoph Oelckers 2007-05-01 15:09:44 +00:00
commit 12c122a7dd
10 changed files with 136 additions and 18 deletions

View file

@ -75,13 +75,24 @@ void P_Ticker (void)
if (paused || (playerswiping && !demoplayback) || P_CheckTickerPaused())
return;
S_ResumeSound ();
// [BC] Do a quick check to see if anyone has the freeze time power. If they do,
// then don't resume the sound, since one of the effects of that power is to shut
// off the music.
for (i = 0; i < MAXPLAYERS; i++ )
{
if (playeringame[i] && players[i].Powers & PW_TIMEFREEZE)
break;
}
if ( i == MAXPLAYERS )
S_ResumeSound ();
P_ResetSightCounters (false);
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;
if (!bglobal.freeze)
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
{
P_ThinkParticles (); // [RH] make the particles think
}
@ -96,7 +107,7 @@ void P_Ticker (void)
DThinker::RunThinkers ();
//if added by MC: Freeze mode.
if (!bglobal.freeze)
if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
{
P_UpdateSpecials ();
P_RunEffects (); // [RH] Run particle effects