- 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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parent
3720f7fa7d
commit
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30 changed files with 2361 additions and 5243 deletions
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@ -51,6 +51,7 @@
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#include "p_lnspec.h"
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#include "p_terrain.h"
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#include "p_acs.h"
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#include "p_3dmidtex.h"
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#include "g_game.h"
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@ -300,6 +301,12 @@ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
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{
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return false;
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}
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if (activationType == SPAC_USE)
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{
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if (!P_CheckSwitchRange(mo, line, side)) return false;
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}
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if (mo && !mo->player &&
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!(mo->flags & MF_MISSILE) &&
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!(line->flags & ML_MONSTERSCANACTIVATE) &&
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@ -993,6 +1000,10 @@ void P_SpawnSpecials (void)
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new DWallLightTransfer (sides[*lines[i].sidenum].sector, lines[i].args[0], lines[i].args[1]);
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break;
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case Sector_Attach3dMidtex:
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P_Attach3dMidtexLinesToSector(lines[i].frontsector, lines[i].args[0], lines[i].args[1], !!lines[i].args[2]);
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break;
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// [RH] ZDoom Static_Init settings
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case Static_Init:
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switch (lines[i].args[1])
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