- 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

@ -410,7 +410,7 @@ FState *P_GetState(AActor *self, FState *CallingState, int offset)
Printf("%s%s", dot, JumpParameters[offset+2+i].GetChars());
dot = ".";
}
Printf("not found in %s\n", self->GetClass()->TypeName.GetChars());
Printf("' not found in %s\n", self->GetClass()->TypeName.GetChars());
}
return jumpto;
}