- 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

@ -5509,6 +5509,11 @@ int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FN
return (death == NULL) ? -1 : damage;
}
int AActor::GibHealth()
{
return -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth, FixedMul(SpawnHealth(), gameinfo.gibfactor)));
}
void AActor::Crash()
{
if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) &&
@ -5523,10 +5528,7 @@ void AActor::Crash()
}
if (crashstate == NULL)
{
int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
gameinfo.gametype & GAME_DoomChex ? -SpawnHealth() : -SpawnHealth()/2));
if (health < gibhealth)
if (health < GibHealth())
{ // Extreme death
crashstate = FindState (NAME_Crash, NAME_Extreme);
}