- 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)
This commit is contained in:
Christoph Oelckers 2009-02-28 21:38:20 +00:00
commit 42ac64d964
27 changed files with 248 additions and 144 deletions

View file

@ -700,7 +700,7 @@ bool AActor::UseInventory (AInventory *item)
return false;
}
// Don't use it if you don't actually have any of it.
if (item->Amount <= 0)
if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
{
return false;
}
@ -1876,8 +1876,11 @@ void P_ZMovement (AActor *mo)
if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
fixed_t grav = (fixed_t)(level.gravity * mo->Sector->gravity *
FIXED2FLOAT(mo->gravity) * 81.92);
if (mo->momz == 0) mo->momz -= grav + grav;
else mo->momz -= grav;
}
if (mo->waterlevel > 1)
{