- Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class. - Added Karate Chris's patch for respawnlimit skill property. - Added Karate Chris's patch for Strife quit messages. - Fixed: P_RailAttack ignored the puff's damage type. SVN r714 (trunk)
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d134deda95
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58816f5d09
13 changed files with 117 additions and 17 deletions
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@ -2304,6 +2304,34 @@ static void PlayerCrouchSprite (FScanner &sc, APlayerPawn *defaults, Baggage &ba
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defaults->crouchsprite = GetSpriteIndex (sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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static void PlayerDmgScreenColor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
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{
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defaults->HasDamageFade = true;
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if (sc.CheckNumber ())
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{
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sc.MustGetNumber ();
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defaults->RedDamageFade = clamp <float> (sc.Number, 0, 255);
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sc.CheckString (",");
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sc.MustGetNumber ();
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defaults->GreenDamageFade = clamp <float> (sc.Number, 0, 255);
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sc.CheckString (",");
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sc.MustGetNumber ();
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defaults->BlueDamageFade = clamp <float> (sc.Number, 0, 255);
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}
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else
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{
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sc.MustGetString ();
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int c = V_GetColor (NULL, sc.String);
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defaults->RedDamageFade = RPART (c);
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defaults->GreenDamageFade = GPART (c);
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defaults->BlueDamageFade = BPART (c);
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}
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}
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//==========================================================================
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//
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// [GRB] Store start items in drop item list
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@ -2495,6 +2523,7 @@ static const ActorProps props[] =
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{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
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{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
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{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
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{ "player.damagescreencolor", (apf)PlayerDmgScreenColor, RUNTIME_CLASS(APlayerPawn) },
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{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
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{ "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) },
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{ "player.healradiustype", (apf)PlayerHealRadius, RUNTIME_CLASS(APlayerPawn) },
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