- 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)
This commit is contained in:
Christoph Oelckers 2008-05-11 21:16:32 +00:00
commit 6c21616c85
31 changed files with 1336 additions and 421 deletions

View file

@ -3156,11 +3156,19 @@ static void ParseSkill (FScanner &sc)
}
else if (sc.Compare("SpawnFilter"))
{
sc.MustGetString ();
strlwr(sc.String);
if (strstr(sc.String, "easy")) skill.SpawnFilter|=MTF_EASY;
if (strstr(sc.String, "normal")) skill.SpawnFilter|=MTF_NORMAL;
if (strstr(sc.String, "hard")) skill.SpawnFilter|=MTF_HARD;
if (sc.CheckNumber())
{
if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
}
else
{
sc.MustGetString ();
if (sc.Compare("baby")) skill.SpawnFilter |= 1;
else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
}
}
else if (sc.Compare("ACSReturn"))
{