- 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)
This commit is contained in:
Christoph Oelckers 2008-06-10 09:16:01 +00:00
commit 4e7a6c54ef
15 changed files with 83 additions and 24 deletions

View file

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