May 6, 2006 (Changes by Graf Zahl)

- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
  string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. 
  There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
  It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages 
  to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
  string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
  the messages it prints from the string table instead of the quest item's tag
  string.

May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
  valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
  can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
  Strife's original items that also give a quest item in DECORATE but it is also 
  useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is 
  possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
  assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
  ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
  cannot be integrated into ACS_LockedExecute because all its arguments are already
  in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.


SVN r83 (trunk)
This commit is contained in:
Christoph Oelckers 2006-05-07 00:27:22 +00:00
commit 605a9a7715
51 changed files with 4047 additions and 5982 deletions

View file

@ -89,6 +89,7 @@ static FRandom pr_spawnmapthing ("SpawnMapThing");
static FRandom pr_spawnpuff ("SpawnPuff");
static FRandom pr_spawnblood ("SpawnBlood");
static FRandom pr_splatter ("BloodSplatter");
static FRandom pr_takedamage ("TakeDamage");
static FRandom pr_ripperblood ("RipperBlood");
static FRandom pr_chunk ("Chunk");
static FRandom pr_checkmissilespawn ("CheckMissileSpawn");
@ -3051,6 +3052,7 @@ AActor *AActor::StaticSpawn (const TypeInfo *type, fixed_t ix, fixed_t iy, fixed
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
actor->Speed = actor->GetClass()->Meta.GetMetaFixed(AMETA_FastSpeed, actor->Speed);
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);
@ -4595,6 +4597,16 @@ int AActor::DoSpecialDamage (AActor *target, int damage)
}
else
{
if (target->player)
{
int poisondamage = GetClass()->Meta.GetMetaInt(AMETA_PoisonDamage);
if (poisondamage > 0)
{
P_PoisonPlayer (target->player, this, this->target, poisondamage);
damage >>= 1;
}
}
return damage;
}
}
@ -4607,6 +4619,16 @@ int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, in
// it needs to work.
FState *death;
if (flags5 & MF5_NODAMAGE)
{
target = source;
if (PainState != NULL && pr_takedamage() < PainChance)
{
SetState (PainState);
}
return -1;
}
if (DeathState != NULL)
{
return damage;