- Fixed: When starting a level while the music has been paused S_Start has
to stop the old music so the new one always starts at the beginning. - Fixed:: AActor::master was not serialized. - Fixed: Sound targets pointing to dead players should be cleared before respawning the player. - Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir. - Changed PowerupGiver initialization so that the actual powerup class is looked up during postprocessing. - Gave Strife's instant death sector type its own damage type. SVN r778 (trunk)
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8 changed files with 77 additions and 19 deletions
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@ -2136,23 +2136,8 @@ static void PowerupMode (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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//==========================================================================
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static void PowerupType (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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{
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FString typestr;
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sc.MustGetString();
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typestr.Format ("Power%s", sc.String);
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const PClass * powertype=PClass::FindClass(typestr);
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if (!powertype)
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{
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sc.ScriptError("Unknown powerup type '%s' in '%s'\n", sc.String, bag.Info->Class->TypeName.GetChars());
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}
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else if (!powertype->IsDescendantOf(RUNTIME_CLASS(APowerup)))
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{
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sc.ScriptError("Invalid powerup type '%s' in '%s'\n", sc.String, bag.Info->Class->TypeName.GetChars());
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}
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else
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{
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defaults->PowerupType=powertype;
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}
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defaults->PowerupType = fuglyname(sc.String);
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}
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//==========================================================================
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