- Added a 'resetinventory' MAPINFO option.
- Added MF6_NOFEAR flag. - Added A_MonsterRefire(probability, jumptarget). - Added A_JumpIfTargetInSight(state) action function. - Changed: Puffs set their angle to face the originator of the attack. - Strife's burning hands originally make the level view fullbright. changed in ZDoom to do partial brightening. SVN r1642 (trunk)
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3ba96a470b
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476e0bce2a
11 changed files with 86 additions and 8 deletions
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@ -549,6 +549,8 @@ static bool g_nomonsters;
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void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nextSkill,
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bool nointermission, bool resetinv, bool nomonsters)
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{
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level_info_t *nextinfo = NULL;
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if (unloading)
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{
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Printf (TEXTCOLOR_RED "Unloading scripts cannot exit the level again.\n");
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@ -559,7 +561,7 @@ void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nex
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if (strncmp(levelname, "enDSeQ", 6))
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{
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level_info_t *nextinfo = FindLevelInfo (nextlevel)->CheckLevelRedirect ();
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nextinfo = FindLevelInfo (nextlevel)->CheckLevelRedirect ();
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if (nextinfo)
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{
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nextlevel = nextinfo->mapname;
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@ -573,12 +575,20 @@ void G_ChangeLevel(const char *levelname, int position, bool keepFacing, int nex
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if (nointermission) level.flags |= LEVEL_NOINTERMISSION;
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cluster_info_t *thiscluster = FindClusterInfo (level.cluster);
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cluster_info_t *nextcluster = FindClusterInfo (FindLevelInfo (nextlevel)->cluster);
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cluster_info_t *nextcluster = nextinfo? FindClusterInfo (nextinfo->cluster) : NULL;
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startpos = position;
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startkeepfacing = keepFacing;
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gameaction = ga_completed;
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resetinventory = resetinv;
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if (nextinfo != NULL)
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{
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if (thiscluster != nextcluster || (thiscluster && !(thiscluster->flags & CLUSTER_HUB)))
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{
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resetinventory |= !!(nextinfo->flags2 & LEVEL2_RESETINVENTORY);
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}
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}
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bglobal.End(); //Added by MC:
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