- Changed: The texture loader now looks for a TEXTURES lump for text based
texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
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@ -139,6 +139,8 @@ struct maplinedef2_t
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#define ML_SPAC_SHIFT 10
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#define ML_SPAC_MASK 0x1c00 // Hexen's activator mask. These flags are no longer used.
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#define ML_ADDTRANS 0x400 // additive translucency (can only be set internally)
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// Extended flags
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#define ML_MONSTERSCANACTIVATE 0x00002000 // [RH] Monsters (as well as players) can active the line
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#define ML_BLOCK_PLAYERS 0x00004000
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