- 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

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