For players, this change should be transparent. For programmers, it will be readily apparent. Here's just one example of how things have changed. The following code is responsible for making a Lost Soul fly at its target.
Before:
Code: Select all
an = self->angle >> ANGLETOFINESHIFT;
self->momx = FixedMul (SKULLSPEED, finecosine[an]);
self->momy = FixedMul (SKULLSPEED, finesine[an]);
dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
dist = dist / SKULLSPEED;
if (dist < 1)
dist = 1;
self->momz = (dest->z+(dest->height>>1) - self->z) / dist;
Code: Select all
self->Velocity = (dest->Origin - self->Origin).Unit() * SKULLSPEED;
And that's why you can't play with custom weapons in ZDoom just yet. If you dig in the forum thread I linked to above, you can find an unofficial build that supports them and play with that in the meantime.
If you want something else ZDoom-related to play with, Skull Tag 0.96b was released yesterday, with all-new bot support plus lots more.
And here are three screenshots of something I've been toying with:


