- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. SVN r964 (trunk)
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31 changed files with 1336 additions and 421 deletions
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@ -3156,11 +3156,19 @@ static void ParseSkill (FScanner &sc)
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}
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else if (sc.Compare("SpawnFilter"))
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{
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sc.MustGetString ();
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strlwr(sc.String);
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if (strstr(sc.String, "easy")) skill.SpawnFilter|=MTF_EASY;
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if (strstr(sc.String, "normal")) skill.SpawnFilter|=MTF_NORMAL;
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if (strstr(sc.String, "hard")) skill.SpawnFilter|=MTF_HARD;
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if (sc.CheckNumber())
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{
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if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
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}
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else
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{
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sc.MustGetString ();
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if (sc.Compare("baby")) skill.SpawnFilter |= 1;
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else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
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else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
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else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
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else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
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}
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}
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else if (sc.Compare("ACSReturn"))
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{
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