- Used the new explosion handling to clean up the old style projectile
definitions. The SimpleProjectile class is gone and it uses the meta data and A_ExplodeParms instead now. - Removed the deprecation warnings for explosion parameters again because the new system is fully inheritable and therefore useful. - Changed the explosion properties into meta data and adjusted A_ExplodeParams to use these when called without any parameters. Also removed all special parsing for A_Explode so now this function can be called with expressions like any other function. - Changed DECORATE parsing so that functions with completely optional parameter lists don't create an empty list when called without parameters. SVN r274 (trunk)
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06681ec72d
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6 changed files with 81 additions and 153 deletions
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@ -3860,30 +3860,6 @@ AActor *P_SpawnPuff (const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, an
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puff->renderflags |= RF_INVISIBLE;
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}
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/* This code assumes that no object can be used outside its own game.
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Since that is no longer the case it doesn't work anymore.
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if (gameinfo.gametype == GAME_Doom)
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{
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// don't make punches spark on the wall
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if (attackrange == MELEERANGE)
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{
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FState *state = puff->state;
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int i;
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for (i = 0; i < 2 && state->GetNextState(); i++)
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state = state->GetNextState();
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puff->SetState (state);
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}
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if (cl_pufftype && updown != 3)
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{
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P_DrawSplash2 (32, x, y, z, dir, updown, 1);
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puff->renderflags |= RF_INVISIBLE;
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}
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}*/
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if (hitthing && puff->SeeSound)
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{ // Hit thing sound
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S_SoundID (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
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