- Moved A_ThrowGrenade from Inventory to Actor because it can also be used by

monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
This commit is contained in:
Christoph Oelckers 2006-12-06 10:38:47 +00:00
commit b599eda17d
44 changed files with 319 additions and 254 deletions

View file

@ -223,6 +223,30 @@ ExpVal GetZ (AActor *actor, int id)
return val;
}
ExpVal GetMomX (AActor *actor, int id)
{
ExpVal val;
val.Type = VAL_Float;
val.Float = FIXED2FLOAT (actor->momx);
return val;
}
ExpVal GetMomY (AActor *actor, int id)
{
ExpVal val;
val.Type = VAL_Float;
val.Float = FIXED2FLOAT (actor->momy);
return val;
}
ExpVal GetMomZ (AActor *actor, int id)
{
ExpVal val;
val.Type = VAL_Float;
val.Float = FIXED2FLOAT (actor->momz);
return val;
}
static struct FExpVar
{
ENamedName name; // identifier
@ -243,6 +267,9 @@ static struct FExpVar
{ NAME_X, 0, GetX },
{ NAME_Y, 0, GetY },
{ NAME_Z, 0, GetZ },
{ NAME_MomX, 0, GetMomX },
{ NAME_MomY, 0, GetMomY },
{ NAME_MomZ, 0, GetMomZ },
};
struct ExpData;