- 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)
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7dcf9b4738
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14 changed files with 43 additions and 27 deletions
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@ -2166,10 +2166,13 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (nightmarefast && G_SkillProperty(SKILLP_FastMonsters))
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{ // Monsters move faster in nightmare mode
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actor->tics -= actor->tics / 2;
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if (actor->tics < 3)
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if (actor->tics > 3)
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{
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actor->tics = 3;
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actor->tics -= actor->tics / 2;
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if (actor->tics < 3)
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{
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actor->tics = 3;
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}
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}
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}
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@ -2648,7 +2651,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
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}
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else // this is the old default A_Chase
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{
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A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
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A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false);
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}
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}
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@ -2660,7 +2663,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FastChase)
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DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
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{
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if (!P_CheckForResurrection(self, true))
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A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
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A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
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@ -2680,7 +2683,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
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// for internal use
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void A_Chase(AActor *self)
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{
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A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
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A_DoChase (self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false);
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}
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//=============================================================================
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