- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.

- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
This commit is contained in:
Christoph Oelckers 2012-03-11 09:08:35 +00:00
commit e4880d162f
20 changed files with 94 additions and 141 deletions

View file

@ -188,7 +188,7 @@ bool P_GiveBody (AActor *actor, int num)
num = clamp(num, -65536, 65536); // prevent overflows for bad values
if (player != NULL)
{
max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->stamina;
max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->mo->stamina;
// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
@ -196,7 +196,7 @@ bool P_GiveBody (AActor *actor, int num)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->stamina;
max -= player->mo->stamina;
}
}
else // old health behaviour
@ -204,7 +204,7 @@ bool P_GiveBody (AActor *actor, int num)
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->stamina;
max += player->mo->stamina;
}
}
}
@ -1483,7 +1483,7 @@ bool AHealth::TryPickup (AActor *&other)
PrevHealth = other->player->health;
if (max == 0)
{
max = static_cast<APlayerPawn*>(other)->GetMaxHealth() + player->stamina;
max = static_cast<APlayerPawn*>(other)->GetMaxHealth() + player->mo->stamina;
// [MH] First step in predictable generic morph effects
if (player->morphTics)
{
@ -1491,7 +1491,7 @@ bool AHealth::TryPickup (AActor *&other)
{
if (!(player->MorphStyle & MORPH_ADDSTAMINA))
{
max -= player->stamina;
max -= player->mo->stamina;
}
}
else // old health behaviour
@ -1499,7 +1499,7 @@ bool AHealth::TryPickup (AActor *&other)
max = MAXMORPHHEALTH;
if (player->MorphStyle & MORPH_ADDSTAMINA)
{
max += player->stamina;
max += player->mo->stamina;
}
}
}