- Added customizable pickup flash.

- Added option to show shorter messages for save game and screenshot confirmation.
  Also added this to the 'Messages' menu.


SVN r749 (trunk)
This commit is contained in:
Christoph Oelckers 2008-02-16 10:23:12 +00:00
commit e99b239ae6
19 changed files with 132 additions and 32 deletions

View file

@ -587,18 +587,18 @@ bool AInventory::GoAway ()
// Dropped items never stick around
if (flags & MF_DROPPED)
{
if (ItemFlags & IF_PICKUPFLASH)
if (PickupFlash != NULL)
{
Spawn<APickupFlash> (x, y, z, ALLOW_REPLACE);
Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
}
return false;
}
if (!ShouldStay ())
{
if (ItemFlags & IF_PICKUPFLASH)
if (PickupFlash != NULL)
{
Spawn<APickupFlash> (x, y, z, ALLOW_REPLACE);
Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
}
Hide ();
if (ShouldRespawn ())
@ -857,7 +857,7 @@ void AInventory::Hide ()
{
SetState (&States[S_HIDESPECIAL]);
tics = 1400;
if (ItemFlags & IF_PICKUPFLASH) tics += 30;
if (PickupFlash != NULL) tics += 30;
}
else
{

View file

@ -90,7 +90,7 @@ enum
IF_INVBAR = 1<<6, // Item appears in the inventory bar
IF_HUBPOWER = 1<<7, // Powerup is kept when moving in a hub
IF_INTERHUBSTRIP = 1<<8, // Item is removed when travelling between hubs
IF_PICKUPFLASH = 1<<9, // Item "flashes" when picked up
//IF_PICKUPFLASH = 1<<9, // superseded by 'PickupFlash' property.
IF_ALWAYSPICKUP = 1<<10, // For IF_AUTOACTIVATE, MaxAmount=0 items: Always "pick up", even if it doesn't do anything
IF_FANCYPICKUPSOUND = 1<<11, // Play pickup sound in "surround" mode
IF_BIGPOWERUP = 1<<12, // Affected by RESPAWN_SUPER dmflag
@ -136,6 +136,7 @@ public:
int DropTime; // Countdown after dropping
DWORD ItemFlags;
const PClass *PickupFlash; // actor to spawn as pickup flash
WORD PickupSound;