- moved some info into the GAMEINFO section:

* the sprite used for 'pause'.
 * the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
 * the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.


SVN r2834 (trunk)
This commit is contained in:
Christoph Oelckers 2010-09-19 10:39:34 +00:00
commit 74525ab1d6
14 changed files with 43 additions and 27 deletions

View file

@ -2166,10 +2166,13 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
if (nightmarefast && G_SkillProperty(SKILLP_FastMonsters))
{ // Monsters move faster in nightmare mode
actor->tics -= actor->tics / 2;
if (actor->tics < 3)
if (actor->tics > 3)
{
actor->tics = 3;
actor->tics -= actor->tics / 2;
if (actor->tics < 3)
{
actor->tics = 3;
}
}
}
@ -2648,7 +2651,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
}
else // this is the old default A_Chase
{
A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false);
}
}
@ -2660,7 +2663,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FastChase)
DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
{
if (!P_CheckForResurrection(self, true))
A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
@ -2680,7 +2683,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
// for internal use
void A_Chase(AActor *self)
{
A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false);
}
//=============================================================================