- 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)
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13 changed files with 80 additions and 2 deletions
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@ -351,6 +351,7 @@ static const char *MapInfoMapLevel[] =
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"compat_invisibility",
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"compat_silent_instant_floors",
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"compat_sectorsounds",
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"compat_missileclip",
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"bordertexture",
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"f1", // [RC] F1 help
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"noinfighting",
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@ -503,6 +504,7 @@ MapHandlers[] =
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{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
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{ MITYPE_COMPATFLAG, COMPATF_SILENT_INSTANT_FLOORS},
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{ MITYPE_COMPATFLAG, COMPATF_SECTORSOUNDS},
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{ MITYPE_COMPATFLAG, COMPATF_MISSILECLIP},
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{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
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{ MITYPE_LUMPNAME, lioffset(f1), 0, },
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{ MITYPE_SCFLAGS, LEVEL_NOINFIGHTING, ~LEVEL_TOTALINFIGHTING },
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