summaryrefslogtreecommitdiff
path: root/src/strife/g_game.c
diff options
context:
space:
mode:
authorSamuel Villareal2010-08-31 03:33:46 +0000
committerSamuel Villareal2010-08-31 03:33:46 +0000
commit5e95f6d6b0515b0b853c89681516c955160c2ef9 (patch)
tree6f99a658dfb1b0124417b0cdeb27b8566c4ff146 /src/strife/g_game.c
parentd91c6811001a66418757efed10ae9ff503a500be (diff)
downloadchocolate-doom-5e95f6d6b0515b0b853c89681516c955160c2ef9.tar.gz
chocolate-doom-5e95f6d6b0515b0b853c89681516c955160c2ef9.tar.bz2
chocolate-doom-5e95f6d6b0515b0b853c89681516c955160c2ef9.zip
+ Stripped out all doom states/sprites and added strife states/sprites.
All strife codepointers are set as placeholders + Strife weapons implemented + All state references commented out + All weapon references commented out Subversion-branch: /branches/strife-branch Subversion-revision: 1984
Diffstat (limited to 'src/strife/g_game.c')
-rw-r--r--src/strife/g_game.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/strife/g_game.c b/src/strife/g_game.c
index 5c080d6f..7d8b08db 100644
--- a/src/strife/g_game.c
+++ b/src/strife/g_game.c
@@ -1031,9 +1031,9 @@ void G_PlayerReborn (int player)
p->usedown = p->attackdown = true; // don't do anything immediately
p->playerstate = PST_LIVE;
p->health = deh_initial_health; // Use dehacked value
- p->readyweapon = p->pendingweapon = wp_pistol;
+ p->readyweapon = p->pendingweapon = wp_fist; // villsa [STRIFE] default to fists
p->weaponowned[wp_fist] = true;
- p->weaponowned[wp_pistol] = true;
+ //p->weaponowned[wp_pistol] = true; // villsa [STRIFE]
p->ammo[am_clip] = deh_initial_bullets;
for (i=0 ; i<NUMAMMO ; i++)
@@ -1592,7 +1592,7 @@ G_InitNew
respawnmonsters = false;
// STRIFE-TODO: (broken) Strife skill level mobjinfo/states tweaking
- if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
+ /*if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
{
for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
states[i].tics >>= 1;
@@ -1607,7 +1607,7 @@ G_InitNew
mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
- }
+ } */
// force players to be initialized upon first level load