- Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. * Vavoom's Sector_SetContents fixes to inactive 3D floor code. SVN r1818 (trunk)
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980b68af17
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914d993aa1
11 changed files with 122 additions and 31 deletions
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@ -283,16 +283,16 @@ void AActor::Serialize (FArchive &arc)
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<< MaxStepHeight;
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if (SaveVersion < 1796)
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{
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int bouncetype, bounceflags;
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arc << bouncetype;
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int BounceFlags, bounceflags;
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arc << BounceFlags;
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bounceflags = 0;
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if (bouncetype & 4)
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if (BounceFlags & 4)
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bounceflags |= BOUNCE_UseSeeSound;
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bouncetype &= 3;
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if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
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else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
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else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
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BounceFlags &= 3;
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if (BounceFlags == 1) bounceflags |= BOUNCE_Doom;
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else if (BounceFlags == 2) bounceflags |= BOUNCE_Heretic;
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else if (BounceFlags == 3) bounceflags |= BOUNCE_Hexen;
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if (flags3 & 0x00800000)
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flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
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if (flags3 & 0x01000000)
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@ -2124,7 +2124,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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//
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if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
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{ // float down towards target if too close
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if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
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if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
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{
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dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
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delta = (mo->target->z + (mo->height>>1)) - mo->z;
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@ -2171,8 +2171,8 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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}
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else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
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{
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mo->velz = 0;
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P_HitFloor (mo);
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mo->velz = 0;
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return;
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}
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else if (mo->flags3 & MF3_FLOORHUGGER)
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@ -2262,12 +2262,12 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
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return;
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}
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if (mo->velz > 0)
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mo->velz = 0;
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if (mo->flags & MF_SKULLFLY)
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{ // the skull slammed into something
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mo->velz = -mo->velz;
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}
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if (mo->velz > 0)
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mo->velz = 0;
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if (mo->flags & MF_MISSILE &&
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(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
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{
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@ -4942,6 +4942,7 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * dest, const PClass *type)
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P_CheckMissileSpawn(th);
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return th;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_SpawnMissileAngle
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