- 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:
Christoph Oelckers 2016-03-22 00:06:58 +01:00
commit 4155e84a1c
24 changed files with 133 additions and 121 deletions

View file

@ -3954,7 +3954,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
break;
case APROP_DamageFactor:
actor->DamageFactor = value;
actor->DamageFactor = ACSToDouble(value);
break;
case APROP_DamageMultiplier:
@ -4037,7 +4037,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
case APROP_Health: return actor->health;
case APROP_Speed: return DoubleToACS(actor->Speed);
case APROP_Damage: return actor->GetMissileDamage(0,1);
case APROP_DamageFactor:return actor->DamageFactor;
case APROP_DamageFactor:return DoubleToACS(actor->DamageFactor);
case APROP_DamageMultiplier: return actor->DamageMultiply;
case APROP_Alpha: return DoubleToACS(actor->Alpha);
case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)