- Added damage factors that allows to make monsters more or less resistant
to specific damage types. - Changed Dehacked parser to use the DECORATE symbol tables for code pointers instead of creating its own ones. - Removed the HandleNoSector hack and changed A_Look so that it uses the sector's sound target for actors with MF_NOSECTOR regardless of compatibility settings. - Moved initialization of weapon slots after the actor initialization. With default weapons exported to DECORATE it can't be done earlier. - Converted Doom weapons to DECORATE. - Changed backpack definition so that Doom's backpack is no longer the base class that implements its functionality. Now there is an abstract base class all backpack-like items derive from. Also moved the actual definition of Doom's backpack to DECORATE. SVN r519 (trunk)
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29 changed files with 785 additions and 735 deletions
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@ -109,3 +109,57 @@ FArchive &operator<< (FArchive &arc, botskill_t &skill)
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{
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return arc << skill.aiming << skill.perfection << skill.reaction << skill.isp;
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}
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// set the bot specific weapon information
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// This is intentionally not in the weapon definition anymore.
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AT_GAME_SET(BotStuff)
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{
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AWeapon * w;
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AActor * a;
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w = (AWeapon*)GetDefaultByName ("Pistol");
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if (w != NULL)
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{
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w->MoveCombatDist=25000000;
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}
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w = (AWeapon*)GetDefaultByName ("Shotgun");
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if (w != NULL)
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{
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w->MoveCombatDist=24000000;
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}
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w = (AWeapon*)GetDefaultByName ("SuperShotgun");
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if (w != NULL)
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{
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w->MoveCombatDist=15000000;
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}
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w = (AWeapon*)GetDefaultByName ("Chaingun");
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if (w != NULL)
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{
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w->MoveCombatDist=27000000;
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}
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w = (AWeapon*)GetDefaultByName ("RocketLauncher");
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if (w != NULL)
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{
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w->MoveCombatDist=18350080;
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w->WeaponFlags|=WIF_BOT_REACTION_SKILL_THING|WIF_BOT_EXPLOSIVE;
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w->ProjectileType=PClass::FindClass("Rocket");
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}
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w = (AWeapon*)GetDefaultByName ("PlasmaRifle");
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if (w != NULL)
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{
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w->MoveCombatDist=27000000;
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w->ProjectileType=PClass::FindClass("PlasmaBall");
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}
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a = GetDefaultByName ("PlasmaBall");
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if (a != NULL)
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{
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a->flags3|=MF3_WARNBOT;
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}
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w = (AWeapon*)GetDefaultByName ("BFG9000");
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if (w != NULL)
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{
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w->MoveCombatDist=10000000;
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w->WeaponFlags|=WIF_BOT_REACTION_SKILL_THING|WIF_BOT_BFG;
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w->ProjectileType=PClass::FindClass("BFGBall");
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}
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}
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