- 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)
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51 changed files with 3021 additions and 2197 deletions
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@ -1828,7 +1828,7 @@ void P_MonsterFallingDamage (AActor *mo)
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int damage;
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int mom;
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if (!(level.flags&LEVEL_MONSTERFALLINGDAMAGE))
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if (!(level.flags2 & LEVEL2_MONSTERFALLINGDAMAGE))
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return;
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if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
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return;
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@ -2533,7 +2533,7 @@ void AActor::Tick ()
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if (!(flags5 & MF5_NOTIMEFREEZE))
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{
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//Added by MC: Freeze mode.
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if (bglobal.freeze || level.flags & LEVEL_FROZEN)
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if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN)
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{
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return;
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}
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@ -2572,7 +2572,7 @@ void AActor::Tick ()
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}
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// Apply freeze mode.
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if (( level.flags & LEVEL_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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{
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return;
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}
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@ -3697,7 +3697,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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{ // Give all cards in death match mode.
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p->mo->GiveDeathmatchInventory ();
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}
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else if ((multiplayer || (level.flags & LEVEL_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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p->mo->FilterCoopRespawnInventory (oldactor);
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}
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@ -4007,7 +4007,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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}
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// don't spawn any monsters if -nomonsters
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if (((level.flags & LEVEL_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
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if (((level.flags2 & LEVEL2_NOMONSTERS) || (dmflags & DF_NO_MONSTERS)) && info->flags3 & MF3_ISMONSTER )
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{
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return NULL;
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}
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