- Updated thingdef_specials.h for the new thingdef_specials.gperf file.
- Created a new MorphedMonster class that Chicken and Pig now derive from.
This class automatically takes care of unmorphing the monster when its
time is up.
- Made PlayerClass and MonsterClass properties of EggFX. You can override
these in a subclass to create new kinds of morpher projectiles. Along with
that, MorphWeapon is a new property of PlayerPawn that controls what type
of weapon you have available while morphed ("None" means you have no
weapons).
- Changed morphed monsters to record the time when they want to unmorph, not
the time left until they unmorph. This simplifies calling
P_UpdateMorhpedMonster() because you don't need to pass it a tic count.
- Added an optional second parameter to A_SpawnDebris and an optional
fifth parameter to A_SpawnItem that both do the same thing: If you set it
to 1, then the spawned actor will be assigned the same translation table
as the actor that called the function.
- Moved the blood colorization in P_SpawnBlood() ahead of the SetDamage()
call so that the blood color will available to the states of the blood
actor.
- Extended the puke command so that giving it a negative script number will
act like ACS_ExecuteAlways and always execute the script. (Ugh. Why did I
use's Raven's cheat code to name this command?)
SVN r296 (trunk)
This commit is contained in:
parent
c16cff7f47
commit
a6d656b108
17 changed files with 601 additions and 629 deletions
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@ -46,6 +46,7 @@
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#include "w_wad.h"
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#include "a_strifeglobal.h"
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#include "thingdef.h"
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#include "ravenshared.h"
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void FActorInfo::BuildDefaults ()
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{
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@ -129,6 +130,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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ASigil *const sigil = (ASigil *)sgDefaults;
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AAmmo *const ammo = (AAmmo *)sgDefaults;
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APlayerPawn *const player = (APlayerPawn *)sgDefaults;
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AEggFX *const eggfx = (AEggFX *)sgDefaults;
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switch (defnum)
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{
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@ -325,6 +327,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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case ADEF_PlayerPawn_ColorRange: sgClass->Meta.SetMetaInt (APMETA_ColorRange, dataint); break;
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case ADEF_PlayerPawn_CrouchSprite: player->crouchsprite = GetSpriteIndex(datastr); break;
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case ADEF_PlayerPawn_SpawnMask: player->SpawnMask = dataint; break;
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case ADEF_PlayerPawn_MorphWeapon: player->MorphWeapon = FName(datastr); break;
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case ADEF_PlayerPawn_DisplayName:
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sgClass->Meta.SetMetaString (APMETA_DisplayName, datastr);
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@ -340,6 +343,9 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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}
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break;
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case ADEF_EggFX_PlayerClass: eggfx->PlayerClass = FName(datastr); break;
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case ADEF_EggFX_MonsterClass: eggfx->MonsterClass = FName(datastr); break;
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}
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}
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