- added Grubber's submission for customizable gravity per actor.

- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
This commit is contained in:
Christoph Oelckers 2007-01-20 14:27:44 +00:00
commit d0c910fca6
23 changed files with 121 additions and 37 deletions

View file

@ -312,7 +312,8 @@ void AActor::Serialize (FArchive &arc)
<< bouncefactor
<< bouncecount
<< meleerange
<< DamageType;
<< DamageType
<< gravity;
if (arc.IsStoring ())
{
@ -1843,7 +1844,7 @@ void P_ZMovement (AActor *mo)
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{
mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
(mo->flags2 & MF2_LOGRAV ? 10.24 : 81.92));
FIXED2FLOAT(mo->gravity) * 81.92);
}
if (mo->waterlevel > 1)
{
@ -3000,7 +3001,8 @@ void A_FreeTargMobj (AActor *mo)
mo->z = mo->ceilingz + 4*FRACUNIT;
mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV);
mo->flags2 &= ~MF2_PASSMOBJ;
mo->gravity = FRACUNIT;
mo->player = NULL;
}
@ -3051,6 +3053,7 @@ BEGIN_DEFAULTS (AActor, Any, -1, 0)
PROP_BounceFactor(FRACUNIT*7/10)
PROP_BounceCount(-1)
PROP_FloatSpeed(4)
PROP_Gravity(FRACUNIT)
END_DEFAULTS
//==========================================================================