- 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)
This commit is contained in:
Christoph Oelckers 2006-07-29 10:47:14 +00:00
commit 3f90f1655c
6 changed files with 81 additions and 153 deletions

View file

@ -3860,30 +3860,6 @@ AActor *P_SpawnPuff (const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, an
puff->renderflags |= RF_INVISIBLE;
}
/* This code assumes that no object can be used outside its own game.
Since that is no longer the case it doesn't work anymore.
if (gameinfo.gametype == GAME_Doom)
{
// don't make punches spark on the wall
if (attackrange == MELEERANGE)
{
FState *state = puff->state;
int i;
for (i = 0; i < 2 && state->GetNextState(); i++)
state = state->GetNextState();
puff->SetState (state);
}
if (cl_pufftype && updown != 3)
{
P_DrawSplash2 (32, x, y, z, dir, updown, 1);
puff->renderflags |= RF_INVISIBLE;
}
}*/
if (hitthing && puff->SeeSound)
{ // Hit thing sound
S_SoundID (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);