- Added support for damage-specific player pain sounds.
- Removed the constraint that all $playerreserve SNDINFO commands must come before the other $player commands. - Fixed: TArray::Reserve did not construct its newly allocated entries. - Changed the damage type for drowning from 'Water' to 'Drowning'. SVN r466 (trunk)
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13 changed files with 233 additions and 46 deletions
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@ -221,7 +221,7 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
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case NAME_Falling: messagename = "OB_FALLING"; break;
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case NAME_Crush: messagename = "OB_CRUSH"; break;
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case NAME_Exit: messagename = "OB_EXIT"; break;
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case NAME_Water: messagename = "OB_WATER"; break;
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case NAME_Drowning: messagename = "OB_WATER"; break;
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case NAME_Slime: messagename = "OB_SLIME"; break;
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case NAME_Fire: if (attacker == NULL) messagename = "OB_LAVA"; break;
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}
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@ -1024,6 +1024,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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{
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player->health = 0;
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}
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player->LastDamageType = mod;
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player->attacker = source;
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player->damagecount += damage; // add damage after armor / invuln
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if (player->damagecount > 100)
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