- 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)
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a90ba9deb6
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16 changed files with 812 additions and 1457 deletions
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@ -77,6 +77,7 @@ static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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@ -1433,6 +1434,7 @@ void A_SpawnItemEx(AActor * self)
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fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
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angle_t Angle= angle_t(EvalExpressionF (StateParameters[index+7], self) * ANGLE_1);
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int flags = EvalExpressionI (StateParameters[index+8], self);
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int chance = EvalExpressionI (StateParameters[index+9], self);
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if (!missile)
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{
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@ -1440,10 +1442,12 @@ void A_SpawnItemEx(AActor * self)
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return;
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}
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if (chance > 0 && pr_spawnitemex()<chance) return;
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// Don't spawn monsters if this actor has been massacred
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if (self->DamageType == NAME_Massacre && GetDefaultByType(missile)->flags3&MF3_ISMONSTER) return;
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fixed_t x,y,z;
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fixed_t x,y;
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if (!(flags & SIXF_ABSOLUTEANGLE))
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{
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