- Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.

- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
This commit is contained in:
Christoph Oelckers 2006-11-04 13:06:42 +00:00
commit 29195a913c
25 changed files with 819 additions and 859 deletions

View file

@ -1045,11 +1045,6 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (target->health <= 0)
{ // Death
target->special1 = damage;
if (source && target->IsKindOf (RUNTIME_CLASS(AExplosiveBarrel))
&& !source->IsKindOf (RUNTIME_CLASS(AExplosiveBarrel)))
{ // Make sure players get frags for chain-reaction kills
target->target = source;
}
// check for special fire damage or ice damage deaths
if (mod == NAME_Fire)
{