- 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)
This commit is contained in:
Christoph Oelckers 2007-04-28 09:06:32 +00:00
commit ea4f160e35
29 changed files with 785 additions and 735 deletions

View file

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