- Fixed: Starting a game without skill menu always started the first episode.

- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
- Fixed: Frozen corpses of stealth monsters were invisible.
- Added: Calling Radius_Quake with a tid of 0 now uses the activator
  as the quake's center.


SVN r275 (trunk)
This commit is contained in:
Christoph Oelckers 2006-07-30 08:31:26 +00:00
commit d6bc07c3b1
7 changed files with 41 additions and 11 deletions

View file

@ -152,18 +152,29 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
//
//==========================================================================
bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad)
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad)
{
AActor *center;
FActorIterator iterator (tid);
bool res = false;
intensity = clamp (intensity, 1, 9);
while ( (center = iterator.Next ()) )
if (tid == 0)
{
res = true;
new DEarthquake (center, intensity, duration, damrad, tremrad);
if (activator != NULL)
{
new DEarthquake(activator, intensity, duration, damrad, tremrad);
return true;
}
}
else
{
FActorIterator iterator (tid);
while ( (center = iterator.Next ()) )
{
res = true;
new DEarthquake (center, intensity, duration, damrad, tremrad);
}
}
return res;