- 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:
parent
7dcf9b4738
commit
74525ab1d6
14 changed files with 43 additions and 27 deletions
|
|
@ -318,20 +318,10 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
|
|||
//
|
||||
EXTERN_CVAR (Int, fraglimit)
|
||||
|
||||
static int GibHealth(AActor *actor)
|
||||
{
|
||||
return -abs(
|
||||
actor->GetClass()->Meta.GetMetaInt (
|
||||
AMETA_GibHealth,
|
||||
gameinfo.gametype & GAME_DoomChex ?
|
||||
-actor->SpawnHealth() :
|
||||
-actor->SpawnHealth()/2));
|
||||
}
|
||||
|
||||
void AActor::Die (AActor *source, AActor *inflictor)
|
||||
{
|
||||
// Handle possible unmorph on death
|
||||
bool wasgibbed = (health < GibHealth(this));
|
||||
bool wasgibbed = (health < GibHealth());
|
||||
|
||||
AActor *realthis = NULL;
|
||||
int realstyle = 0;
|
||||
|
|
@ -342,7 +332,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
|
|||
{
|
||||
if (wasgibbed)
|
||||
{
|
||||
int realgibhealth = GibHealth(realthis);
|
||||
int realgibhealth = realthis->GibHealth();
|
||||
if (realthis->health >= realgibhealth)
|
||||
{
|
||||
realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
|
||||
|
|
@ -670,7 +660,7 @@ void AActor::Die (AActor *source, AActor *inflictor)
|
|||
{
|
||||
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
||||
|
||||
int gibhealth = GibHealth(this);
|
||||
int gibhealth = GibHealth();
|
||||
|
||||
// Don't pass on a damage type this actor cannot handle.
|
||||
// (most importantly, prevent barrels from passing on ice damage.)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue