- 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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@ -2238,6 +2238,9 @@ void D_DoomMain (void)
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FActorInfo::StaticInit ();
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// Now that all actors have been defined we can finally set up the weapon slots
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GameConfig->DoWeaponSetup (GameNames[gameinfo.gametype]);
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// [GRB] Initialize player class list
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SetupPlayerClasses ();
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@ -2287,8 +2290,6 @@ void D_DoomMain (void)
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DoDehPatch (NULL, true); // See if there's a patch in a PWAD
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FinishDehPatch (); // Create replacements for dehacked pickups
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}
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HandleNoSector (); // clear NOSECTOR flag off all actors modified by Dehacked and the BossEye.
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FActorInfo::StaticSetActorNums ();
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