- 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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@ -2365,8 +2365,22 @@ static void ActorPainChance (AActor *defaults, Baggage &bag)
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//==========================================================================
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static void ActorDamage (AActor *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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defaults->damage=sc_Number;
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// Damage can either be a single number, in which case it is subject
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// to the original damage calculation rules. Or, it can be an expression
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// and will be calculated as-is, ignoring the original rules. For
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// compatibility reasons, expressions must be enclosed within
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// parentheses.
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if (SC_CheckString ("("))
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{
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SC_UnGet();
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defaults->Damage = 0x40000000 | ParseExpression (false);
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}
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else
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{
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SC_MustGetNumber ();
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defaults->Damage = sc_Number;
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}
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}
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//==========================================================================
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