- 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)
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commit
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12 changed files with 81 additions and 26 deletions
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@ -3853,6 +3853,15 @@ static void PlayerColorRange (APlayerPawn *defaults, Baggage &bag)
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bag.Info->Class->Meta.SetMetaInt (APMETA_ColorRange, (start & 255) | ((end & 255) << 8));
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}
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//==========================================================================
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//
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//==========================================================================
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static void PlayerAttackZOffset (APlayerPawn *defaults, Baggage &bag)
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{
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SC_MustGetFloat ();
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defaults->AttackZOffset = FLOAT2FIXED (sc_Float);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -4157,6 +4166,7 @@ static const ActorProps props[] =
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{ "pain", ActorPainState, RUNTIME_CLASS(AActor) },
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{ "painchance", ActorPainChance, RUNTIME_CLASS(AActor) },
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{ "painsound", ActorPainSound, RUNTIME_CLASS(AActor) },
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{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
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{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
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{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
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{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
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