- 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:
Randy Heit 2006-08-12 02:30:57 +00:00
commit b25c7722f3
30 changed files with 369 additions and 180 deletions

View file

@ -918,7 +918,7 @@ BOOL PIT_CheckThing (AActor *thing)
if (tmthing->flags2 & MF2_BOUNCE2)
{
if (tmthing->damage == 0)
if (tmthing->Damage == 0)
{
return (tmthing->target == thing || !(thing->flags & MF_SOLID));
}
@ -1023,7 +1023,7 @@ BOOL PIT_CheckThing (AActor *thing)
P_RipperBlood (tmthing, thing);
}
S_Sound (tmthing, CHAN_BODY, "misc/ripslop", 1, ATTN_IDLE);
damage = ((pr_checkthing()&3)+2)*tmthing->damage;
damage = tmthing->GetMissileDamage (3, 2);
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);
if (!(tmthing->flags3 & MF3_BLOODLESSIMPACT))
{
@ -1040,16 +1040,7 @@ BOOL PIT_CheckThing (AActor *thing)
return true;
}
// Do damage
damage = pr_checkthing();
if (tmthing->flags4 & MF4_STRIFEDAMAGE)
{
damage &= 3;
}
else
{
damage &= 7;
}
damage = (damage + 1) * tmthing->damage;
damage = tmthing->GetMissileDamage ((tmthing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
if (damage > 0)
{
P_DamageMobj (thing, tmthing, tmthing->target, damage, tmthing->DamageType);