- Reduced the rate at which drowning damage increases.
- Added more player water sounds:
*dive - Played when your head goes below water.
*surface - Played when your head goes back above water.
*gasp - Played when you were drowning and get your air back.
If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
damage-specific player pain sounds. It looks for a sound with a name like
"*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
be assigned. Hence, the $playerreserve command has been eliminated, because
it is no longer needed and it was never accessible from user wads, so I
don't need to worry about breaking anything by removing it.
SVN r474 (trunk)
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9 changed files with 127 additions and 51 deletions
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@ -727,7 +727,7 @@ void APowerIronFeet::AbsorbDamage (int damage, FName damageType, int &newdamage)
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newdamage = 0;
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if (Owner->player != NULL)
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{
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Owner->player->air_finished = level.time + level.airsupply;
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Owner->player->mo->ResetAirSupply ();
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}
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}
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else if (Inventory != NULL)
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