- Update to latest version in trunk.

SVN r3890 (scripting)
This commit is contained in:
Randy Heit 2012-10-17 04:24:54 +00:00
commit e7efa1d802
117 changed files with 2260 additions and 787 deletions

View file

@ -501,7 +501,11 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
const msecnode_t *m;
const sector_t *sec;
if (mo->flags2 & MF2_FLY && mo->flags & MF_NOGRAVITY)
if (mo->IsNoClip2())
{
// The default values are fine for noclip2 mode
}
else if (mo->flags2 & MF2_FLY && mo->flags & MF_NOGRAVITY)
{
friction = FRICTION_FLY;
}
@ -938,8 +942,11 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
{
if (P_ActivateThingSpecial(thing, tm.thing))
thing->lastbump = level.maptime + TICRATE;
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
{
if (P_ActivateThingSpecial(thing, tm.thing))
thing->lastbump = level.maptime + TICRATE;
}
}
// Check for skulls slamming into things
@ -1298,7 +1305,7 @@ bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, b
#ifdef _3DFLOORS
//Check 3D floors
if(newsec->e->XFloor.ffloors.Size())
if (!thing->IsNoClip2() && newsec->e->XFloor.ffloors.Size())
{
F3DFloor* rover;
fixed_t delta1;
@ -1605,7 +1612,7 @@ void P_FakeZMovement (AActor *mo)
mo->z += mo->FloatSpeed;
}
}
if (mo->player && mo->flags&MF_NOGRAVITY && (mo->z > mo->floorz))
if (mo->player && mo->flags&MF_NOGRAVITY && (mo->z > mo->floorz) && !mo->IsNoClip2())
{
mo->z += finesine[(FINEANGLES/80*level.maptime)&FINEMASK]/8;
}
@ -4440,7 +4447,7 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
//==========================================================================
void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int bombdistance, FName bombmod,
bool DamageSource, bool bombdodamage, int fulldamagedistance, bool noimpactdamage)
int flags, int fulldamagedistance)
{
if (bombdistance <= 0)
return;
@ -4454,6 +4461,11 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
FBlockThingsIterator it(FBoundingBox(bombspot->x, bombspot->y, bombdistance<<FRACBITS));
AActor *thing;
if (flags & RADF_SOURCEISSPOT)
{ // The source is actually the same as the spot, even if that wasn't what we receized.
bombsource = bombspot;
}
while ((thing = it.Next()))
{
// Vulnerable actors can be damaged by radius attacks even if not shootable
@ -4466,7 +4478,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
if (thing->flags3 & MF3_NORADIUSDMG && !(bombspot->flags4 & MF4_FORCERADIUSDMG))
continue;
if (!DamageSource && (thing == bombsource || thing == bombspot))
if (!(flags & RADF_HURTSOURCE) && (thing == bombsource || thing == bombspot))
{ // don't damage the source of the explosion
continue;
}
@ -4486,7 +4498,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
// them far too "active." BossBrains also use the old code
// because some user levels require they have a height of 16,
// which can make them near impossible to hit with the new code.
if (!bombdodamage || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
if ((flags & RADF_NODAMAGE) || !((bombspot->flags5 | thing->flags5) & MF5_OLDRADIUSDMG))
{
// [RH] New code. The bounding box only covers the
// height of the thing and not the height of the map.
@ -4545,14 +4557,17 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
double thrust;
int damage = (int)points;
if (bombdodamage) P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
else if (thing->player == NULL && !noimpactdamage) thing->flags2 |= MF2_BLASTED;
if (!(flags & RADF_NODAMAGE))
P_DamageMobj (thing, bombspot, bombsource, damage, bombmod);
else if (thing->player == NULL && !(flags & RADF_NOIMPACTDAMAGE))
thing->flags2 |= MF2_BLASTED;
if (!(thing->flags & MF_ICECORPSE))
{
if (bombdodamage && !(bombspot->flags3 & MF3_BLOODLESSIMPACT)) P_TraceBleed (damage, thing, bombspot);
if (!(flags & RADF_NODAMAGE) && !(bombspot->flags3 & MF3_BLOODLESSIMPACT))
P_TraceBleed (damage, thing, bombspot);
if (!bombdodamage || !(bombspot->flags2 & MF2_NODMGTHRUST))
if (!(flags & RADF_NODAMAGE) || !(bombspot->flags2 & MF2_NODMGTHRUST))
{
if (bombsource == NULL || !(bombsource->flags2 & MF2_NODMGTHRUST))
{
@ -4573,7 +4588,7 @@ void P_RadiusAttack (AActor *bombspot, AActor *bombsource, int bombdamage, int b
angle_t ang = R_PointToAngle2 (bombspot->x, bombspot->y, thing->x, thing->y) >> ANGLETOFINESHIFT;
thing->velx += fixed_t (finecosine[ang] * thrust);
thing->vely += fixed_t (finesine[ang] * thrust);
if (bombdodamage)
if (!(flags & RADF_NODAMAGE))
thing->velz += (fixed_t)velz; // this really doesn't work well
}
}