- Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
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17 changed files with 154 additions and 23 deletions
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June 9, 2009 (Changes by Graf Zahl)
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- Added Gez's Skulltag feature patch, including:
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* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
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* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will
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not affect autoaim settings for a hitscan or railgun, and that's deliberate)
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* A_FireSTGrenade codepointer, extended to be parameterizable
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* The grenade (as the default actor for A_FireSTGrenade)
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* Protective armors à la RedArmor: they work with a DamageFactor; for example to
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recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove
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the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
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- Fixed: I_ShutdownInput must NULL all pointers because it can be called twice
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if an ENDOOM screen is displayed.
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- Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
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