- 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

@ -1824,6 +1824,8 @@ void P_MonsterFallingDamage (AActor *mo)
if (!(level.flags&LEVEL_MONSTERFALLINGDAMAGE))
return;
if (mo->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
mom = abs(mo->momz);
if (mom > 35*FRACUNIT)
@ -3835,7 +3837,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
}
mask = G_SkillProperty(SKILLP_SpawnFilter);
if (!(mthing->flags & mask))
if (!(mthing->SkillFilter & mask))
{
return NULL;
}
@ -3845,7 +3847,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
if (!multiplayer)
{ // Single player
int spawnmask = players[consoleplayer].GetSpawnClass();
if (spawnmask != 0 && (mthing->flags & spawnmask) == 0)
if (spawnmask != 0 && (mthing->ClassFilter & spawnmask) == 0)
{ // Not for current class
return NULL;
}
@ -4506,7 +4508,7 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner)
{
// If there is no spawner use the spawn position.
// But not in a silenced sector.
if (!(missile->Sector->MoreFlags & SECF_SILENT))
if (!(missile->Sector->Flags & SECF_SILENT))
S_SoundID (&missile->x, CHAN_WEAPON, missile->SeeSound, 1, ATTN_NORM);
}
}