- 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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@ -1103,6 +1103,7 @@ static menuitem_t CompatibilityItems[] = {
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{ bitflag, "Boom scrollers are additive", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_BOOMSCROLL} },
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{ bitflag, "Inst. moving floors are not silent", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENT_INSTANT_FLOORS} },
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{ bitflag, "Sector sounds use center as source", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SECTORSOUNDS} },
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{ bitflag, "Use Doom heights for missile clipping", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MISSILECLIP} },
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{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
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};
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