- Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
This commit is contained in:
parent
55e299e4b3
commit
b25c7722f3
30 changed files with 369 additions and 180 deletions
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@ -918,7 +918,7 @@ BOOL PIT_CheckThing (AActor *thing)
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if (tmthing->flags2 & MF2_BOUNCE2)
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{
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if (tmthing->damage == 0)
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if (tmthing->Damage == 0)
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{
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return (tmthing->target == thing || !(thing->flags & MF_SOLID));
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}
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@ -1023,7 +1023,7 @@ BOOL PIT_CheckThing (AActor *thing)
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P_RipperBlood (tmthing, thing);
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}
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S_Sound (tmthing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
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damage = ((pr_checkthing()&3)+2)*tmthing->damage;
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damage = tmthing->GetMissileDamage (3, 2);
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P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
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if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
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{
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@ -1040,16 +1040,7 @@ BOOL PIT_CheckThing (AActor *thing)
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return true;
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}
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// Do damage
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damage = pr_checkthing();
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if (tmthing->flags4 & MF4_STRIFEDAMAGE)
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{
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damage &= 3;
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}
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else
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{
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damage &= 7;
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}
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damage = (damage + 1) * tmthing->damage;
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damage = tmthing->GetMissileDamage ((tmthing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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if (damage > 0)
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{
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P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
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