- Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript 'Tried to spawn a class-less actor'. - Converted AGlassJunk to DECORATE and made the spawn function a little more flexible so that replacing the shard is easier. - Converted ABloodSplatter to DECORATE. - Removed A_Jiggle because it never worked properly. - Changed DECORATE parser to allow commas between arguments for multi- argument properties. For all newly added properties this format will become mandatory but for backwards compatibility it is optional for old ones. - Added a check for negative indices to TAutoGrowArray::SetVal to prevent passing an index of -1 from crashing the game. - Fixed: Morphing must clear the weapon's flash sprite. - Fixed: Resurrecting a morphed player caused a crash. - Fixed: Random sounds that recursively refer to themselves caused a stack overflow. Now they print a warning and get ignored. SVN r277 (trunk)
This commit is contained in:
parent
f94cdaf782
commit
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16 changed files with 156 additions and 113 deletions
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@ -77,7 +77,6 @@ static FRandom pr_cwpunch ("CustomWpPunch");
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static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_jiggle ("Jiggle");
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static FRandom pr_burst ("Burst");
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@ -1471,29 +1470,6 @@ void A_ExtChase(AActor * self)
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}
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//===========================================================================
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//
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// Weapon jiggling
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//
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//===========================================================================
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void A_Jiggle(AActor * self)
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{
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int index=CheckIndex(2, &CallingState);
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if (index<0) return;
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int xmax = EvalExpressionI (StateParameters[index], self);
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int ymax = EvalExpressionI (StateParameters[index+1], self);
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if (self->player)
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{
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int rand_x = (pr_jiggle()%(xmax*2))-xmax;
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int rand_y = (pr_jiggle()%(ymax*2))-ymax;
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self->player->psprites[0].sx += rand_x;
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self->player->psprites[0].sy += rand_y;
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self->player->psprites[1].sx += rand_x;
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self->player->psprites[1].sy += rand_y;
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}
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}
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//===========================================================================
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//
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// Inventory drop
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