- Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though he doesn't need it. - Added custom blood type properties to DECORATE. - Converted Blood to DECORATE and made some minor changes to the code in preparation for custom blood types. - Converted the bot helper things to DECORATE. - Added damage type specific crash states. SVN r395 (trunk)
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4467cd6563
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20 changed files with 337 additions and 215 deletions
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@ -144,6 +144,7 @@ static flagdef ActorFlags[]=
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DEFINE_FLAG(MF2, THRUGHOST, AActor, flags2),
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DEFINE_FLAG(MF2, BOSS, AActor, flags2),
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DEFINE_FLAG2(MF2_NODMGTHRUST, NODAMAGETHRUST, AActor, flags2),
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DEFINE_FLAG(MF2, DONTTRANSLATE, AActor, flags2),
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DEFINE_FLAG(MF2, TELESTOMP, AActor, flags2),
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DEFINE_FLAG(MF2, FLOATBOB, AActor, flags2),
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DEFINE_FLAG(MF2, HEXENBOUNCE, AActor, flags2),
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@ -693,7 +694,7 @@ AFuncDesc AFTable[]=
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FUNC(A_Jump, "XL+" )
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FUNC(A_CustomMissile, "MXXxxx" )
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FUNC(A_CustomBulletAttack, "XXXXmx" )
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FUNC(A_CustomRailgun, "Xxccxxx" )
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FUNC(A_CustomRailgun, "Xxccxxxm" )
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FUNC(A_JumpIfHealthLower, "XL" )
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FUNC(A_JumpIfCloser, "XL" )
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FUNC(A_JumpIfInventory, "MXL" )
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@ -725,7 +726,7 @@ AFuncDesc AFTable[]=
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FUNC(A_CustomPunch, "Xxymx" )
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FUNC(A_FireBullets, "XXXXmyx" )
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FUNC(A_FireCustomMissile, "Mxyxxx" )
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FUNC(A_RailAttack, "Xxyccxx" )
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FUNC(A_RailAttack, "Xxyccxxm" )
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FUNC(A_Recoil, "X")
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FUNC(A_JumpIfInTargetInventory, "MXL" )
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FUNC(A_GiveToTarget, "Mx" )
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@ -3347,6 +3348,33 @@ static void ActorBloodColor (AActor *defaults, Baggage &bag)
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}
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//==========================================================================
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//
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//==========================================================================
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static void ActorBloodType (AActor *defaults, Baggage &bag)
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{
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SC_MustGetString();
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FName blood = sc_String;
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// normal blood
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bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType, blood);
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if (SC_CheckString(","))
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{
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SC_MustGetString();
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blood = sc_String;
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}
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// blood splatter
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bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType2, blood);
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if (SC_CheckString(","))
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{
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SC_MustGetString();
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blood = sc_String;
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}
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// axe blood
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bag.Info->Class->Meta.SetMetaInt (AMETA_BloodType3, blood);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -4258,6 +4286,7 @@ static const ActorProps props[] =
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{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
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{ "attacksound", ActorAttackSound, RUNTIME_CLASS(AActor) },
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{ "bloodcolor", ActorBloodColor, RUNTIME_CLASS(AActor) },
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{ "bloodtype", ActorBloodType, RUNTIME_CLASS(AActor) },
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{ "bouncecount", ActorBounceCount, RUNTIME_CLASS(AActor) },
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{ "bouncefactor", ActorBounceFactor, RUNTIME_CLASS(AActor) },
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{ "burn", ActorBurnState, RUNTIME_CLASS(AActor) },
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