- Changed P_SpawnPlayerMissile() to use the same height calculation as
P_(Aim)LineAttack(). - Added an AttackZOffset to PlayerPawn. This is the offset from the center of the player at which their attacks are fired and scales according to their crouched height. - Changed the version of P_SpawnPlayerMissile() that takes coordinates to use that location as an offset from the standard attack location rather than as an explicit attack location. SVN r498 (trunk)
This commit is contained in:
parent
e01ff5707c
commit
72643bece6
12 changed files with 81 additions and 26 deletions
|
|
@ -3,7 +3,7 @@
|
|||
** Parses default lists to create default copies of actors
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 1998-2006 Randy Heit
|
||||
** Copyright 1998-2007 Randy Heit
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
|
|
@ -310,6 +310,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
|
|||
|
||||
// [GRB] Player class properties
|
||||
case ADEF_PlayerPawn_JumpZ: player->JumpZ = dataint; break;
|
||||
case ADEF_PlayerPawn_AttackZOffset: player->AttackZOffset = dataint; break;
|
||||
case ADEF_PlayerPawn_ViewHeight: player->ViewHeight = dataint; break;
|
||||
case ADEF_PlayerPawn_ForwardMove1: player->ForwardMove1 = dataint; break;
|
||||
case ADEF_PlayerPawn_ForwardMove2: player->ForwardMove2 = dataint; break;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue