- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
This commit is contained in:
parent
c830801da3
commit
4155e84a1c
24 changed files with 133 additions and 121 deletions
|
|
@ -62,7 +62,7 @@ void FMapInfoParser::ParseSkill ()
|
|||
skill.AmmoFactor = FRACUNIT;
|
||||
skill.DoubleAmmoFactor = 2*FRACUNIT;
|
||||
skill.DropAmmoFactor = -1;
|
||||
skill.DamageFactor = FRACUNIT;
|
||||
skill.DamageFactor = 1.;
|
||||
skill.FastMonsters = false;
|
||||
skill.SlowMonsters = false;
|
||||
skill.DisableCheats = false;
|
||||
|
|
@ -115,7 +115,7 @@ void FMapInfoParser::ParseSkill ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetFloat ();
|
||||
skill.DamageFactor = FLOAT2FIXED(sc.Float);
|
||||
skill.DamageFactor = sc.Float;
|
||||
}
|
||||
else if (sc.Compare ("fastmonsters"))
|
||||
{
|
||||
|
|
@ -351,9 +351,6 @@ int G_SkillProperty(ESkillProperty prop)
|
|||
case SKILLP_DropAmmoFactor:
|
||||
return AllSkills[gameskill].DropAmmoFactor;
|
||||
|
||||
case SKILLP_DamageFactor:
|
||||
return AllSkills[gameskill].DamageFactor;
|
||||
|
||||
case SKILLP_FastMonsters:
|
||||
return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
|
||||
|
||||
|
|
@ -416,6 +413,28 @@ int G_SkillProperty(ESkillProperty prop)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
double G_SkillProperty(EFSkillProperty prop)
|
||||
{
|
||||
if (AllSkills.Size() > 0)
|
||||
{
|
||||
switch (prop)
|
||||
{
|
||||
case SKILLP_DamageFactor:
|
||||
return AllSkills[gameskill].DamageFactor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue