- 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:
parent
8ffd79eeca
commit
6c21616c85
31 changed files with 1336 additions and 421 deletions
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue