- Fixed: When starting a teamplay netgame, players who did not specify a team

were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
This commit is contained in:
Randy Heit 2008-01-09 02:53:38 +00:00
commit c694c55afd
15 changed files with 112 additions and 49 deletions

View file

@ -3097,6 +3097,7 @@ static void ParseSkill ()
FSkillInfo skill;
skill.AmmoFactor = FRACUNIT;
skill.DoubleAmmoFactor = 2*FRACUNIT;
skill.DamageFactor = FRACUNIT;
skill.FastMonsters = false;
skill.DisableCheats = false;
@ -3121,6 +3122,11 @@ static void ParseSkill ()
SC_MustGetFloat ();
skill.AmmoFactor = FLOAT2FIXED(sc_Float);
}
else if (SC_Compare ("doubleammofactor"))
{
SC_MustGetFloat ();
skill.DoubleAmmoFactor = FLOAT2FIXED(sc_Float);
}
else if (SC_Compare ("damagefactor"))
{
SC_MustGetFloat ();
@ -3227,6 +3233,10 @@ int G_SkillProperty(ESkillProperty prop)
switch(prop)
{
case SKILLP_AmmoFactor:
if (dmflags2 & DF2_YES_DOUBLEAMMO)
{
return AllSkills[gameskill].DoubleAmmoFactor;
}
return AllSkills[gameskill].AmmoFactor;
case SKILLP_DamageFactor:
@ -3275,6 +3285,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
{
Name = other.Name;
AmmoFactor = other.AmmoFactor;
DoubleAmmoFactor = other.DoubleAmmoFactor;
DamageFactor = other.DamageFactor;
FastMonsters = other.FastMonsters;
DisableCheats = other.DisableCheats;