- Added DECORATE conversions for Hexen's Cleric Mace, Firedemon and fog by

Karate Chris.
- Added several type checks to the weapon slot code.
- Changed: Players no longer respawn in instant death sectors with 
  the 'Respawn where died' flag on.


SVN r1101 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-02 08:38:07 +00:00
commit fddf69e950
14 changed files with 1053 additions and 1152 deletions

View file

@ -1,135 +1,8 @@
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
static FRandom pr_fogspawn ("FogSpawn");
void A_FogSpawn (AActor *);
void A_FogMove (AActor *);
// Fog Spawner --------------------------------------------------------------
class AFogSpawner : public AActor
{
DECLARE_ACTOR (AFogSpawner, AActor)
};
FState AFogSpawner::States[] =
{
#define S_SPAWNFOG1 0
S_NORMAL (TNT1, 'A', 20, A_FogSpawn , &States[S_SPAWNFOG1]),
};
IMPLEMENT_ACTOR (AFogSpawner, Hexen, 10000, 0)
PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP)
PROP_Flags2 (MF2_FLOATBOB)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (S_SPAWNFOG1)
END_DEFAULTS
// Small Fog Patch ----------------------------------------------------------
class AFogPatchSmall : public AActor
{
DECLARE_ACTOR (AFogPatchSmall, AActor)
};
FState AFogPatchSmall::States[] =
{
#define S_FOGPATCHS1 0
S_NORMAL (FOGS, 'A', 7, A_FogMove , &States[S_FOGPATCHS1+1]),
S_NORMAL (FOGS, 'B', 7, A_FogMove , &States[S_FOGPATCHS1+2]),
S_NORMAL (FOGS, 'C', 7, A_FogMove , &States[S_FOGPATCHS1+3]),
S_NORMAL (FOGS, 'D', 7, A_FogMove , &States[S_FOGPATCHS1+4]),
S_NORMAL (FOGS, 'E', 7, A_FogMove , &States[S_FOGPATCHS1]),
#define S_FOGPATCHS0 (S_FOGPATCHS1+5)
S_NORMAL (FOGS, 'E', 5, NULL , NULL),
};
IMPLEMENT_ACTOR (AFogPatchSmall, Hexen, 10001, 0)
PROP_SpeedFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (S_FOGPATCHS1)
PROP_DeathState (S_FOGPATCHS0)
END_DEFAULTS
// Medium Fog Patch ---------------------------------------------------------
class AFogPatchMedium : public AActor
{
DECLARE_ACTOR (AFogPatchMedium, AActor)
};
FState AFogPatchMedium::States[] =
{
#define S_FOGPATCHM1 0
S_NORMAL (FOGM, 'A', 7, A_FogMove , &States[S_FOGPATCHM1+1]),
S_NORMAL (FOGM, 'B', 7, A_FogMove , &States[S_FOGPATCHM1+2]),
S_NORMAL (FOGM, 'C', 7, A_FogMove , &States[S_FOGPATCHM1+3]),
S_NORMAL (FOGM, 'D', 7, A_FogMove , &States[S_FOGPATCHM1+4]),
S_NORMAL (FOGM, 'E', 7, A_FogMove , &States[S_FOGPATCHM1]),
#define S_FOGPATCHM0 (S_FOGPATCHM1+5)
S_NORMAL (FOGS, 'A', 5, NULL , &States[S_FOGPATCHM0+1]),
S_NORMAL (FOGS, 'B', 5, NULL , &States[S_FOGPATCHM0+2]),
S_NORMAL (FOGS, 'C', 5, NULL , &States[S_FOGPATCHM0+3]),
S_NORMAL (FOGS, 'D', 5, NULL , &States[S_FOGPATCHM0+4]),
S_NORMAL (FOGS, 'E', 5, NULL , &AFogPatchSmall::States[S_FOGPATCHS0]),
};
IMPLEMENT_ACTOR (AFogPatchMedium, Hexen, 10002, 0)
PROP_SpeedFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (S_FOGPATCHM1)
PROP_DeathState (S_FOGPATCHM0)
END_DEFAULTS
// Large Fog Patch ----------------------------------------------------------
class AFogPatchLarge : public AActor
{
DECLARE_ACTOR (AFogPatchLarge, AActor)
};
FState AFogPatchLarge::States[] =
{
#define S_FOGPATCHL1 0
S_NORMAL (FOGL, 'A', 7, A_FogMove , &States[S_FOGPATCHL1+1]),
S_NORMAL (FOGL, 'B', 7, A_FogMove , &States[S_FOGPATCHL1+2]),
S_NORMAL (FOGL, 'C', 7, A_FogMove , &States[S_FOGPATCHL1+3]),
S_NORMAL (FOGL, 'D', 7, A_FogMove , &States[S_FOGPATCHL1+4]),
S_NORMAL (FOGL, 'E', 7, A_FogMove , &States[S_FOGPATCHL1]),
#define S_FOGPATCHL0 (S_FOGPATCHL1+5)
S_NORMAL (FOGM, 'A', 4, NULL , &States[S_FOGPATCHL0+1]),
S_NORMAL (FOGM, 'B', 4, NULL , &States[S_FOGPATCHL0+2]),
S_NORMAL (FOGM, 'C', 4, NULL , &States[S_FOGPATCHL0+3]),
S_NORMAL (FOGM, 'D', 4, NULL , &States[S_FOGPATCHL0+4]),
S_NORMAL (FOGM, 'E', 4, NULL , &AFogPatchMedium::States[S_FOGPATCHM0]),
};
IMPLEMENT_ACTOR (AFogPatchLarge, Hexen, 10003, 0)
PROP_SpeedFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (S_FOGPATCHL1)
PROP_DeathState (S_FOGPATCHL0)
END_DEFAULTS
//==========================================================================
// Fog Variables:
//
@ -153,9 +26,9 @@ void A_FogSpawn (AActor *actor)
{
static const PClass *fogs[3] =
{
RUNTIME_CLASS(AFogPatchSmall),
RUNTIME_CLASS(AFogPatchMedium),
RUNTIME_CLASS(AFogPatchLarge)
PClass::FindClass ("FogPatchSmall"),
PClass::FindClass ("FogPatchMedium"),
PClass::FindClass ("FogPatchLarge")
};
AActor *mo=NULL;