- Added two new MAPINFO flags to control what actor activates impact lines:

* MissileShootersActivateImpactLines - the current behavior.
    * MissilesActivateImpactLines - the original Hexen behavior.


SVN r477 (trunk)
This commit is contained in:
Randy Heit 2007-02-04 02:12:54 +00:00
commit 7c2fc08f35
4 changed files with 26 additions and 7 deletions

View file

@ -242,6 +242,8 @@ static const char *MapInfoMapLevel[] =
"filterstarts",
"activateowndeathspecials",
"killeractivatesdeathspecials",
"missilesactivateimpactlines",
"missileshootersactivetimpactlines",
"noinventorybar",
"deathslideshow",
"redirect",
@ -373,6 +375,8 @@ MapHandlers[] =
{ MITYPE_SETFLAG, LEVEL_FILTERSTARTS, 0 },
{ MITYPE_SETFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ MITYPE_CLRFLAG, LEVEL_ACTOWNSPECIAL, 0 },
{ MITYPE_SETFLAG, LEVEL_MISSILESACTIVATEIMPACT, 0 },
{ MITYPE_CLRFLAG, LEVEL_MISSILESACTIVATEIMPACT, 0 },
{ MITYPE_SETFLAG, LEVEL_NOINVENTORYBAR, 0 },
{ MITYPE_SETFLAG, LEVEL_DEATHSLIDESHOW, 0 },
{ MITYPE_REDIRECT, lioffset(RedirectMap), 0 },
@ -562,7 +566,7 @@ static void G_DoParseMapInfo (int lump)
SetLevelDefaults (&defaultinfo);
SC_OpenLumpNum (lump, "MAPINFO");
HexenHack=false;
HexenHack = false;
while (SC_GetString ())
{
@ -584,12 +588,14 @@ static void G_DoParseMapInfo (int lump)
sprintf (sc_String, "MAP%02d", map);
HexenHack = true;
// Hexen levels are automatically nointermission,
// no auto sound sequences, falling damage, and
// monsters activate their own specials.
// no auto sound sequences, falling damage,
// monsters activate their own specials, and missiles
// are always the activators of impact lines.
levelflags |= LEVEL_NOINTERMISSION
| LEVEL_SNDSEQTOTALCTRL
| LEVEL_FALLDMG_HX
| LEVEL_ACTOWNSPECIAL;
| LEVEL_ACTOWNSPECIAL
| LEVEL_MISSILESACTIVATEIMPACT;
}
levelindex = FindWadLevelInfo (sc_String);
if (levelindex == -1)