- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. SVN r987 (trunk)
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28 changed files with 843 additions and 226 deletions
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@ -608,8 +608,7 @@ bool PIT_CheckLine (line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
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// better than Strife's handling of rails, which lets you jump into rails
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// from either side. How long until somebody reports this as a bug and I'm
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// forced to say, "It's not a bug. It's a feature?" Ugh.
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(gameinfo.gametype != GAME_Strife ||
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level.flags & LEVEL_HEXENFORMAT ||
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(!(level.flags & LEVEL_RAILINGHACK) ||
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open.bottom == tm.thing->Sector->floorplane.ZatPoint (sx, sy)))
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{
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open.bottom += 32*FRACUNIT;
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@ -3599,6 +3598,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
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struct FChangePosition
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{
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sector_t *sector;
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int moveamt;
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int crushchange;
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bool nofit;
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@ -3953,7 +3953,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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P_CheckFakeFloorTriggers (thing, oldz);
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}
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else if ((thing->flags & MF_NOGRAVITY) ||
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((!(level.flags & LEVEL_HEXENFORMAT) || cpos->moveamt < 9*FRACUNIT)
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(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9*FRACUNIT)
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&& thing->z - thing->floorz <= cpos->moveamt))
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{
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thing->z = thing->floorz;
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@ -4104,6 +4104,7 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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cpos.crushchange = crunch;
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cpos.moveamt = abs (amt);
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cpos.movemidtex = false;
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cpos.sector = sector;
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// [RH] Use different functions for the four different types of sector
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// movement. Also update the soundorg's z-coordinate for 3D sound.
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