[Done] Sector types

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[Idea] Sector types

Postby Graf Zahl » Sun Mar 06, 2005 7:23 am

Admittedly, this is not very important, but today I was playing an old Doom WAD and I wanted to play it with Strife's delayed damage sector types. But those types (and most other Hexen/Strife types) are not available in Doom. So after some thinking I came up with adding

Code: Select allExpand view
   if (special&0x8000) return special&0x7fff;


at the beginning of P_TranslateSectorSpecial to allow passing the sector type unchanged if the highest bit is set.

Question: Is this a good idea or not?
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Postby TheDarkArchon » Sun Mar 06, 2005 9:41 am

[Not-really-related] How about an expanded A_Mushroom for DECORATE? Something like this:
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ABCD E 10 A_Mushroom("MissileType", No. Balls, Initial Speed)
[/not-really-related]

5
Last edited by TheDarkArchon on Sun Mar 06, 2005 9:56 am, edited 1 time in total.
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Postby Cutmanmike » Sun Mar 06, 2005 9:52 am

uh..
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Postby Graf Zahl » Sun Mar 06, 2005 10:22 am

TheDarkArchon wrote:[Not-really-related] How about an expanded A_Mushroom for DECORATE? Something like this:
Code: Select allExpand view
ABCD E 10 A_Mushroom("MissileType", No. Balls, Initial Speed)
[/not-really-related]

5



Maybe when the code that is currently waiting is added to ZDoom.
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