- added 'defaultterrain' option to terrain parser for mods that want to have

a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.


SVN r1921 (trunk)
This commit is contained in:
Christoph Oelckers 2009-10-16 16:04:19 +00:00
commit 8b27bd1434
15 changed files with 219 additions and 65 deletions

View file

@ -3767,6 +3767,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
for (i = 0; i < RailHits.Size (); i++)
{
fixed_t x, y, z;
bool spawnpuff;
x = x1 + FixedMul (RailHits[i].Distance, vx);
y = y1 + FixedMul (RailHits[i].Distance, vy);
@ -3775,13 +3776,15 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
{
if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
spawnpuff = puffclass != NULL;
}
else
{
spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
}
if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
}
@ -3789,6 +3792,11 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
if (trace.HitType == TRACE_HitWall)
{
SpawnShootDecal (source, trace);
if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
{
P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, source->angle - ANG90, 1, 0);
}
}
if (trace.HitType == TRACE_HitFloor &&
trace.CrossedWater == NULL &&