- moved all code related to global ACS variables to p_acs.cpp where it belongs.

- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
This commit is contained in:
Christoph Oelckers 2009-02-03 19:11:43 +00:00
commit 4bcd3faef8
51 changed files with 3021 additions and 2197 deletions

View file

@ -1828,7 +1828,7 @@ void P_MonsterFallingDamage (AActor *mo)
int damage;
int mom;
if (!(level.flags&LEVEL_MONSTERFALLINGDAMAGE))
if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
return;
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
@ -2533,7 +2533,7 @@ void AActor::Tick ()
if (!(flags5 & MF5_NOTIMEFREEZE))
{
//Added by MC: Freeze mode.
if (bglobal.freeze || level.flags & LEVEL_FROZEN)
if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
{
return;
}
@ -2572,7 +2572,7 @@ void AActor::Tick ()
}
// Apply freeze mode.
if (( level.flags & LEVEL_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
{
return;
}
@ -3697,7 +3697,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
{ // Give all cards in death match mode.
p->mo->GiveDeathmatchInventory ();
}
else if ((multiplayer || (level.flags & LEVEL_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
{ // Special inventory handling for respawning in coop
p->mo->FilterCoopRespawnInventory (oldactor);
}
@ -4007,7 +4007,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
}
// don't spawn any monsters if -nomonsters
if (((level.flags & LEVEL_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
{
return NULL;
}