- Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. SVN r1452 (trunk)
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27 changed files with 248 additions and 144 deletions
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@ -700,7 +700,7 @@ bool AActor::UseInventory (AInventory *item)
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return false;
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}
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// Don't use it if you don't actually have any of it.
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if (item->Amount <= 0)
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if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
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{
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return false;
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}
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@ -1876,8 +1876,11 @@ void P_ZMovement (AActor *mo)
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if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
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!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
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{
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mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
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fixed_t grav = (fixed_t)(level.gravity * mo->Sector->gravity *
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FIXED2FLOAT(mo->gravity) * 81.92);
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if (mo->momz == 0) mo->momz -= grav + grav;
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else mo->momz -= grav;
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}
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if (mo->waterlevel > 1)
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{
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