- Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
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549ddf8035
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06995e26d9
59 changed files with 192 additions and 186 deletions
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@ -100,16 +100,26 @@ class ARandomSpawner : public AActor
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// necessary to them -- such as their source and destination.
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void PostBeginPlay()
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{
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AActor * newmobj = NULL;
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AActor *newmobj = NULL;
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bool boss = false;
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if (Species == NAME_None) { Destroy(); return; }
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const PClass * cls = PClass::FindClass(Species);
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if (Species == NAME_None)
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{
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Destroy();
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return;
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}
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PClassActor *cls = PClass::FindActor(Species);
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if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile.
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{
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if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE)) tracer = target->target;
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if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE))
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{
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tracer = target->target;
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}
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newmobj = P_SpawnMissileXYZ(x, y, z, target, target->target, cls, false);
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}
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else newmobj = Spawn(cls, x, y, z, NO_REPLACE);
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else
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{
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newmobj = Spawn(cls, x, y, z, NO_REPLACE);
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}
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if (newmobj != NULL)
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{
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// copy everything relevant
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