- Finally has the right idea how to restore Doom's original clipping of projectiles

against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
This commit is contained in:
Christoph Oelckers 2008-10-05 11:23:41 +00:00
commit 2221ab5668
13 changed files with 80 additions and 2 deletions

View file

@ -351,6 +351,7 @@ static const char *MapInfoMapLevel[] =
"compat_invisibility",
"compat_silent_instant_floors",
"compat_sectorsounds",
"compat_missileclip",
"bordertexture",
"f1", // [RC] F1 help
"noinfighting",
@ -503,6 +504,7 @@ MapHandlers[] =
{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
{ MITYPE_COMPATFLAG, COMPATF_SILENT_INSTANT_FLOORS},
{ MITYPE_COMPATFLAG, COMPATF_SECTORSOUNDS},
{ MITYPE_COMPATFLAG, COMPATF_MISSILECLIP},
{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
{ MITYPE_LUMPNAME, lioffset(f1), 0, },
{ MITYPE_SCFLAGS, LEVEL_NOINFIGHTING, ~LEVEL_TOTALINFIGHTING },