- 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.
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24 changed files with 133 additions and 121 deletions
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@ -3954,7 +3954,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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break;
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case APROP_DamageFactor:
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actor->DamageFactor = value;
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actor->DamageFactor = ACSToDouble(value);
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break;
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case APROP_DamageMultiplier:
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@ -4037,7 +4037,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Health: return actor->health;
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case APROP_Speed: return DoubleToACS(actor->Speed);
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case APROP_Damage: return actor->GetMissileDamage(0,1);
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case APROP_DamageFactor:return actor->DamageFactor;
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case APROP_DamageFactor:return DoubleToACS(actor->DamageFactor);
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case APROP_DamageMultiplier: return actor->DamageMultiply;
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case APROP_Alpha: return DoubleToACS(actor->Alpha);
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case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
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