- Added the A_JumpSet function for what seems to be a fairly common scenario.
It is like A_Jump, except it accepts up to 20 jump targets. The jump probability is still the first parameter and controls whether any jump is taken at all; use 256 if you always want to jump. If a jump is taken, then one of the jump targets will be chosen at random, with each target having an equal chance of being chosen. - Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw, since it has nothing to do with the freeze ccmd. SVN r360 (trunk)
This commit is contained in:
parent
0d5e3cf97e
commit
2efba66558
6 changed files with 46 additions and 2 deletions
|
|
@ -457,6 +457,7 @@ ACTOR(PlaySoundEx)
|
|||
ACTOR(StopSoundEx)
|
||||
ACTOR(SeekerMissile)
|
||||
ACTOR(Jump)
|
||||
ACTOR(JumpSet)
|
||||
ACTOR(ExplodeParms)
|
||||
ACTOR(CallSpecial)
|
||||
ACTOR(CustomMissile)
|
||||
|
|
@ -677,6 +678,7 @@ AFuncDesc AFTable[]=
|
|||
FUNC(A_StopSoundEx, "T" )
|
||||
FUNC(A_SeekerMissile, "XX" )
|
||||
FUNC(A_Jump, "XL" )
|
||||
FUNC(A_JumpSet, "XLLllllllllllllllllll")
|
||||
FUNC(A_CustomMissile, "MXXxxx" )
|
||||
FUNC(A_CustomBulletAttack, "XXXXmx" )
|
||||
FUNC(A_CustomRailgun, "Xxccxxx" )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue