- VC++ doesn't seem to like the TArray serializer so I added a workaround
to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
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30 changed files with 2361 additions and 5243 deletions
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@ -376,11 +376,13 @@ CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
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CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
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CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
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CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
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CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
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CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
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CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
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CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
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CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
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CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
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//==========================================================================
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//
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