IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. SVN r1137 (trunk)
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50 changed files with 866 additions and 638 deletions
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@ -530,11 +530,7 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
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// Base class for morphing projectiles --------------------------------------
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IMPLEMENT_STATELESS_ACTOR(AMorphProjectile, Any, -1, 0)
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PROP_Damage (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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END_DEFAULTS
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IMPLEMENT_CLASS(AMorphProjectile)
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int AMorphProjectile::DoSpecialDamage (AActor *target, int damage)
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{
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@ -566,12 +562,6 @@ IMPLEMENT_POINTY_CLASS (AMorphedMonster)
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DECLARE_POINTER (UnmorphedMe)
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END_POINTERS
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BEGIN_STATELESS_DEFAULTS (AMorphedMonster, Any, -1, 0)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_Flags3 (MF3_DONTMORPH|MF3_ISMONSTER)
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END_DEFAULTS
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void AMorphedMonster::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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