- 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:
Randy Heit 2007-03-07 17:31:40 +00:00
commit 72643bece6
12 changed files with 81 additions and 26 deletions

View file

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