- 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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@ -318,7 +318,7 @@ void A_BulletAttack (AActor *self)
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slope = P_AimLineAttack (self, bangle, MISSILERANGE);
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S_SoundID (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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for (i=0 ; i<self->damage ; i++)
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for (i = self->GetMissileDamage (0, 1); i > 0; --i)
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{
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int angle = bangle + (pr_cabullet.Random2() << 20);
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int damage = ((pr_cabullet()%5)+1)*3;
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