- 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:
Randy Heit 2006-08-17 00:19:26 +00:00
commit a6d656b108
17 changed files with 601 additions and 629 deletions

View file

@ -3942,10 +3942,12 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
if (th->tics < 1)
th->tics = 1;
}
th->SetDamage (damage);
// colorize the blood!
if (bloodcolor!=0) th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
if (bloodcolor != 0)
{
th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
}
th->SetDamage (damage);
}
if (cl_bloodtype >= 1)