- 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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2ca601eed1
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15 changed files with 83 additions and 24 deletions
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@ -1572,6 +1572,15 @@ static void ActorBounceFactor (FScanner &sc, AActor *defaults, Baggage &bag)
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defaults->bouncefactor = clamp<fixed_t>(fixed_t(sc.Float * FRACUNIT), 0, FRACUNIT);
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}
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//==========================================================================
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//
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//==========================================================================
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static void ActorWallBounceFactor (FScanner &sc, AActor *defaults, Baggage &bag)
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{
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sc.MustGetFloat ();
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defaults->wallbouncefactor = clamp<fixed_t>(fixed_t(sc.Float * FRACUNIT), 0, FRACUNIT);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -2747,6 +2756,7 @@ static const ActorProps props[] =
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{ "tag", ActorTag, RUNTIME_CLASS(AActor) },
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{ "translation", ActorTranslation, RUNTIME_CLASS(AActor) },
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{ "vspeed", ActorVSpeed, RUNTIME_CLASS(AActor) },
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{ "wallbouncefactor", ActorWallBounceFactor, RUNTIME_CLASS(AActor) },
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{ "weapon.ammogive", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammogive1", (apf)WeaponAmmoGive1, RUNTIME_CLASS(AWeapon) },
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{ "weapon.ammogive2", (apf)WeaponAmmoGive2, RUNTIME_CLASS(AWeapon) },
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