- Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it

failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
This commit is contained in:
Christoph Oelckers 2008-12-06 10:22:37 +00:00
commit 153a2a4c2c
26 changed files with 367 additions and 1019 deletions

View file

@ -13,8 +13,7 @@
// PIT_VileCheck
// Detect a corpse that could be raised.
//
DECLARE_ACTION(A_Fire)
void A_Fire(AActor *self, int height);
//
@ -33,16 +32,24 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
CALL_ACTION(A_Fire, self);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
CALL_ACTION(A_Fire, self);
A_Fire (self, 0);
}
DEFINE_ACTION_FUNCTION(AActor, A_Fire)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
ACTION_PARAM_START(1);
ACTION_PARAM_FIXED(height,0);
A_Fire(self, height);
}
void A_Fire(AActor *self, int height)
{
AActor *dest;
angle_t an;
@ -59,7 +66,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
dest->y + FixedMul (24*FRACUNIT, finesine[an]),
dest->z);
dest->z + height);
}
@ -68,8 +75,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
// A_VileTarget
// Spawn the hellfire
//
DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(fire,0);
AActor *fog;
if (!self->target)
@ -77,13 +86,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
A_FaceTarget (self);
fog = Spawn ("ArchvileFire", self->target->x, self->target->y,
fog = Spawn (fire, self->target->x, self->target->y,
self->target->z, ALLOW_REPLACE);
self->tracer = fog;
fog->target = self;
fog->tracer = self->target;
CALL_ACTION(A_Fire, fog);
A_Fire(fog, 0);
}