- 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)
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25 changed files with 819 additions and 859 deletions
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@ -3106,6 +3106,15 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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FState *st = actor->SpawnState;
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actor->state = st;
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actor->tics = st->GetTics();
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// [RH] Don't decrement tics if they are already less than 1
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if ((actor->flags4 & MF4_RANDOMIZE) && actor->tics > 0)
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{
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actor->tics -= pr_checkmissilespawn() & 3;
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if (actor->tics < 1)
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actor->tics = 1;
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}
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actor->sprite = st->sprite.index;
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actor->frame = st->GetFrame();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
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@ -4194,14 +4203,6 @@ bool P_HitFloor (AActor *thing)
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bool P_CheckMissileSpawn (AActor* th)
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{
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// [RH] Don't decrement tics if they are already less than 1
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if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
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{
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th->tics -= pr_checkmissilespawn() & 3;
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if (th->tics < 1)
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th->tics = 1;
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}
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// move a little forward so an angle can be computed if it immediately explodes
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if (th->Speed >= 100*FRACUNIT)
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{ // Ultra-fast ripper spawning missile
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