- Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. SVN r1027 (trunk)
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15 changed files with 83 additions and 24 deletions
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@ -311,6 +311,7 @@ void AActor::Serialize (FArchive &arc)
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<< MaxDropOffHeight
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<< MaxStepHeight
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<< bouncefactor
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<< wallbouncefactor
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<< bouncecount
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<< maxtargetrange
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<< meleethreshold
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@ -3059,7 +3060,7 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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return false;
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}
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if (Sector->MoreFlags & SECF_UNDERWATERMASK)
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if (Sector->MoreFlags & SECF_UNDERWATER) // intentionally not SECF_UNDERWATERMASK
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{
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waterlevel = 3;
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}
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@ -3069,7 +3070,7 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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if (hsec != NULL && !(hsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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fh = hsec->floorplane.ZatPoint (x, y);
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//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors!
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//if (hsec->MoreFlags & SECF_UNDERWATERMASK) // also check Boom-style non-swimmable sectors
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{
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if (z < fh)
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{
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@ -3094,13 +3095,13 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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}
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}
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// even non-swimmable deep water must be checked here to do the splashes correctly
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// But the water level must be reset when this function returns!
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// But the water level must be reset when this function returns
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if (!(hsec->MoreFlags&SECF_UNDERWATERMASK)) reset=true;
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}
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}
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// some additional checks to make deep sectors <EFBFBD> la Boom splash without setting
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// some additional checks to make deep sectors like Boom's splash without setting
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// the water flags.
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if (boomwaterlevel == 0 && waterlevel != 0 && dosplash) P_HitWater(this, Sector, fh);
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boomwaterlevel=waterlevel;
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@ -3169,7 +3170,8 @@ BEGIN_DEFAULTS (AActor, Any, -1, 0)
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PROP_MeleeRange(44) // MELEERANGE(64) - 20
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PROP_MaxDropOffHeight(24)
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PROP_MaxStepHeight(24)
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PROP_BounceFactor(FRACUNIT*7/10)
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PROP_BounceFactor(FRACUNIT*3/4)
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PROP_WallBounceFactor(FRACUNIT)
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PROP_BounceCount(-1)
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PROP_FloatSpeed(4)
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PROP_Gravity(FRACUNIT)
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@ -3699,8 +3701,6 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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mobj->z = mobj->ceilingz - mobj->height;
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}
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// [RH] If someone is in the way, kill them
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P_PlayerStartStomp (mobj);
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// [BC] Do script stuff
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if (!tempplayer)
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