- Added a StartConversation special that allows automatic activation of Strife

dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
  or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
  factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
  but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
  explicit settings will take precedence over the compatflags CVAR.

SVN r164 (trunk)
This commit is contained in:
Christoph Oelckers 2006-06-03 12:30:11 +00:00
commit 15681d0588
32 changed files with 473 additions and 261 deletions

View file

@ -180,7 +180,7 @@ bool P_GiveBody (AActor *actor, int num)
if (player != NULL)
{
max = ((compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
max = ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
if (player->morphTics)
{
max = MAXMORPHHEALTH;
@ -1484,9 +1484,9 @@ void ABasicArmor::Tick ()
case GAME_Strife:
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
break;
default:
break;
default:
break;
}
}
@ -1768,7 +1768,7 @@ bool AHealth::TryPickup (AActor *other)
{
if (max == 0)
{
max = ((compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
max = ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
if (player->morphTics)
{
max = MAXMORPHHEALTH;