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