- Converted Ettin and Centaur to DECORATE.

- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
  replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
  and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
  (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse 
  queuing completely so that even in Hexen all corpses will stay forever.


SVN r392 (trunk)
This commit is contained in:
Christoph Oelckers 2006-11-27 00:01:30 +00:00
commit a90ba9deb6
20 changed files with 586 additions and 639 deletions

View file

@ -2319,6 +2319,11 @@ int AActor::GetMissileDamage (int mask, int add)
void AActor::Howl ()
{
int howl = GetClass()->Meta.GetMetaInt(AMETA_HowlSound);
if (!S_GetSoundPlayingInfo (this, howl))
{
S_SoundID (this, CHAN_BODY, howl, 1, ATTN_NORM);
}
}
void AActor::NoBlockingSet ()
@ -2433,17 +2438,6 @@ bool AActor::IsOkayToAttack (AActor *link)
return false;
}
void AActor::ChangeSpecial (int special, int data1, int data2,
int data3, int data4, int data5)
{
this->special = special;
args[0] = data1;
args[1] = data2;
args[2] = data3;
args[3] = data4;
args[4] = data5;
}
void AActor::SetShade (DWORD rgb)
{
PalEntry *entry = (PalEntry *)&rgb;