- 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:
parent
c745c635db
commit
29195a913c
25 changed files with 819 additions and 859 deletions
|
|
@ -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)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue