- 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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@ -1007,6 +1007,18 @@ value_t FallingDM[4] = {
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{ DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX, "Strife" }
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};
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value_t DF_Jump[3] = {
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{ 0, "Default" },
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{ DF_NO_JUMP, "Off" },
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{ DF_YES_JUMP, "On" }
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};
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value_t DF_Crouch[3] = {
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{ 0, "Default" },
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{ DF_NO_CROUCH, "Off" },
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{ DF_YES_CROUCH, "On" }
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};
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static menuitem_t DMFlagsItems[] = {
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{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
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@ -1015,8 +1027,6 @@ static menuitem_t DMFlagsItems[] = {
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{ discrete, "Smart Autoaim", {&sv_smartaim}, {4.0}, {0.0}, {0.0}, {SmartAim} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ bitmask, "Falling damage", {&dmflags}, {4.0}, {DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX}, {0}, {FallingDM} },
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// { bitflag, "Falling damage (old)", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGZD} },
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// { bitflag, "Falling damage (Hexen)",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_FALLINGHX} },
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{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
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{ bitflag, "Double ammo", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DOUBLEAMMO} },
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{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
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@ -1028,8 +1038,8 @@ static menuitem_t DMFlagsItems[] = {
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{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
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{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
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{ bitflag, "Degeneration", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DEGENERATION} },
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{ bitflag, "Allow jump", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_JUMP} },
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{ bitflag, "Allow crouch", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_CROUCH} },
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{ bitmask, "Allow jump", {&dmflags}, {3.0}, {DF_NO_JUMP|DF_YES_JUMP}, {0}, {DF_Jump} },
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{ bitmask, "Allow crouch", {&dmflags}, {3.0}, {DF_NO_CROUCH|DF_YES_CROUCH}, {0}, {DF_Crouch} },
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{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
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{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
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{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
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