- 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

@ -676,7 +676,7 @@ void A_M_FireMissile (AActor *self)
else
{
A_FaceTarget (self);
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ARocket));
P_SpawnMissile (self, self->target, PClass::FindClass("Rocket"));
}
}
@ -707,7 +707,7 @@ void A_M_FirePlasma (AActor *self)
return;
A_FaceTarget (self);
P_SpawnMissile (self, self->target, RUNTIME_CLASS(APlasmaBall));
P_SpawnMissile (self, self->target, PClass::FindClass("PlasmaBall"));
self->special1 = level.maptime + 20;
}
@ -747,7 +747,7 @@ void A_M_FireBFG (AActor *self)
return;
A_FaceTarget (self);
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ABFGBall));
P_SpawnMissile (self, self->target, PClass::FindClass("BFGBall"));
self->special1 = level.maptime + 30;
self->PainChance = MARINE_PAIN_CHANCE;
}