- Changed: When playing a shareware game no external WADs are loaded at all,

not even zvox.wad or the skins directory.
- Minor improvement of Hexen's Demons: They now transfer the translation
  to the chunks they spawn so that they look correct if they are color
  translated. See Resurrection of Chaos for an example.
- Converted Key gizmos to DECORATE.
- Converted Heretic's Beast (Weredragon) to DECORATE.
- Added a randomness parameter to A_SpawnItemEx. This allows
  spawning objects with a random chance without the need to write
  complicated A_Jump constructs.
- Converted Heretic's Mummy to DECORATE.
- Converted Hexen's Demons to DECORATE.



SVN r393 (trunk)
This commit is contained in:
Christoph Oelckers 2006-11-27 21:51:36 +00:00
commit 30885e6d86
16 changed files with 812 additions and 1457 deletions

View file

@ -77,6 +77,7 @@ static FRandom pr_cwpunch ("CustomWpPunch");
static FRandom pr_grenade ("ThrowGrenade");
static FRandom pr_crailgun ("CustomRailgun");
static FRandom pr_spawndebris ("SpawnDebris");
static FRandom pr_spawnitemex ("SpawnItemEx");
static FRandom pr_burst ("Burst");
@ -1433,6 +1434,7 @@ void A_SpawnItemEx(AActor * self)
fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
angle_t Angle= angle_t(EvalExpressionF (StateParameters[index+7], self) * ANGLE_1);
int flags = EvalExpressionI (StateParameters[index+8], self);
int chance = EvalExpressionI (StateParameters[index+9], self);
if (!missile)
{
@ -1440,10 +1442,12 @@ void A_SpawnItemEx(AActor * self)
return;
}
if (chance > 0 && pr_spawnitemex()<chance) return;
// Don't spawn monsters if this actor has been massacred
if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
fixed_t x,y,z;
fixed_t x,y;
if (!(flags & SIXF_ABSOLUTEANGLE))
{