- More things from Gez's experimental build:

* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
This commit is contained in:
Christoph Oelckers 2009-09-14 19:44:14 +00:00
commit 238d4c3fac
34 changed files with 562 additions and 108 deletions

View file

@ -376,15 +376,19 @@ bool P_Move (AActor *actor)
fixed_t tryx, tryy, deltax, deltay, origx, origy;
bool try_ok;
int speed;
int speed = actor->Speed;
int movefactor = ORIG_FRICTION_FACTOR;
int friction = ORIG_FRICTION;
if (actor->flags2 & MF2_BLASTED)
{
return true;
}
if (actor->movedir == DI_NODIR)
{
return false;
}
// [RH] Instead of yanking non-floating monsters to the ground,
// let gravity drop them down, unless they're moving down a step.
@ -490,6 +494,7 @@ bool P_Move (AActor *actor)
else
actor->z -= actor->FloatSpeed;
// [RH] Check to make sure there's nothing in the way of the float
if (P_TestMobjZ (actor))
{
@ -500,7 +505,9 @@ bool P_Move (AActor *actor)
}
if (!spechit.Size ())
{
return false;
}
// open any specials
actor->movedir = DI_NODIR;
@ -684,7 +691,7 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
return;
}
actor->movedir = DI_NODIR; // can not move
actor->movedir = DI_NODIR; // cannot move
}
@ -2315,7 +2322,7 @@ void A_Chase(AActor *self)
// A_FaceTarget
//
//=============================================================================
void A_FaceTarget(AActor *self)
void A_FaceTarget (AActor *self)
{
if (!self->target)
return;