- 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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14 changed files with 43 additions and 27 deletions
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@ -5509,6 +5509,11 @@ int AActor::TakeSpecialDamage (AActor *inflictor, AActor *source, int damage, FN
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return (death == NULL) ? -1 : damage;
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}
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int AActor::GibHealth()
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{
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return -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth, FixedMul(SpawnHealth(), gameinfo.gibfactor)));
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}
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void AActor::Crash()
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{
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if (((flags & MF_CORPSE) || (flags6 & MF6_KILLED)) &&
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@ -5523,10 +5528,7 @@ void AActor::Crash()
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}
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if (crashstate == NULL)
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{
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int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
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gameinfo.gametype & GAME_DoomChex ? -SpawnHealth() : -SpawnHealth()/2));
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if (health < gibhealth)
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if (health < GibHealth())
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{ // Extreme death
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crashstate = FindState (NAME_Crash, NAME_Extreme);
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}
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