- 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:
parent
914d993aa1
commit
238d4c3fac
34 changed files with 562 additions and 108 deletions
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@ -376,15 +376,19 @@ bool P_Move (AActor *actor)
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fixed_t tryx, tryy, deltax, deltay, origx, origy;
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bool try_ok;
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int speed;
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int speed = actor->Speed;
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int movefactor = ORIG_FRICTION_FACTOR;
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int friction = ORIG_FRICTION;
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if (actor->flags2 & MF2_BLASTED)
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{
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return true;
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}
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if (actor->movedir == DI_NODIR)
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{
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return false;
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}
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// [RH] Instead of yanking non-floating monsters to the ground,
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// let gravity drop them down, unless they're moving down a step.
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@ -490,6 +494,7 @@ bool P_Move (AActor *actor)
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else
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actor->z -= actor->FloatSpeed;
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// [RH] Check to make sure there's nothing in the way of the float
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if (P_TestMobjZ (actor))
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{
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@ -500,7 +505,9 @@ bool P_Move (AActor *actor)
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}
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if (!spechit.Size ())
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{
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return false;
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}
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// open any specials
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actor->movedir = DI_NODIR;
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@ -684,7 +691,7 @@ void P_DoNewChaseDir (AActor *actor, fixed_t deltax, fixed_t deltay)
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return;
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}
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actor->movedir = DI_NODIR; // can not move
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actor->movedir = DI_NODIR; // cannot move
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}
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@ -2315,7 +2322,7 @@ void A_Chase(AActor *self)
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// A_FaceTarget
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//
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//=============================================================================
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void A_FaceTarget(AActor *self)
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void A_FaceTarget (AActor *self)
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{
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if (!self->target)
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return;
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