- added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items. SVN r456 (trunk)
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23 changed files with 121 additions and 37 deletions
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@ -312,7 +312,8 @@ void AActor::Serialize (FArchive &arc)
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<< bouncefactor
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<< bouncecount
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<< meleerange
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<< DamageType;
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<< DamageType
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<< gravity;
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if (arc.IsStoring ())
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{
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@ -1843,7 +1844,7 @@ void P_ZMovement (AActor *mo)
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!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
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{
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mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
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(mo->flags2 & MF2_LOGRAV ? 10.24 : 81.92));
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FIXED2FLOAT(mo->gravity) * 81.92);
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}
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if (mo->waterlevel > 1)
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{
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@ -3000,7 +3001,8 @@ void A_FreeTargMobj (AActor *mo)
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mo->z = mo->ceilingz + 4*FRACUNIT;
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mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
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mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
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mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV);
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mo->flags2 &= ~MF2_PASSMOBJ;
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mo->gravity = FRACUNIT;
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mo->player = NULL;
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}
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@ -3051,6 +3053,7 @@ BEGIN_DEFAULTS (AActor, Any, -1, 0)
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PROP_BounceFactor(FRACUNIT*7/10)
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PROP_BounceCount(-1)
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PROP_FloatSpeed(4)
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PROP_Gravity(FRACUNIT)
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END_DEFAULTS
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//==========================================================================
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