- Merged the fallingdamage setting into one menu item and added Strife damage to it.

- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
  at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.


SVN r412 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-16 11:49:48 +00:00
commit 638526946b
7 changed files with 213 additions and 54 deletions

View file

@ -4088,17 +4088,29 @@ int DLevelScript::RunScript ()
case PCD_SETTHINGSPECIAL:
{
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
if (STACK(7) != 0)
{
actor->special = STACK(6);
actor->args[0] = STACK(5);
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
FActorIterator iterator (STACK(7));
AActor *actor;
while ( (actor = iterator.Next ()) )
{
actor->special = STACK(6);
actor->args[0] = STACK(5);
actor->args[1] = STACK(4);
actor->args[2] = STACK(3);
actor->args[3] = STACK(2);
actor->args[4] = STACK(1);
}
}
else if (activator != NULL)
{
activator->special = STACK(6);
activator->args[0] = STACK(5);
activator->args[1] = STACK(4);
activator->args[2] = STACK(3);
activator->args[3] = STACK(2);
activator->args[4] = STACK(1);
}
sp -= 7;
}