- added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
- support transient object member variables for information that does not need to be put in a savegame. - fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
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21 changed files with 313 additions and 109 deletions
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@ -1971,21 +1971,21 @@ static int PatchMisc (int dummy)
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barmor->MaxSaveAmount = deh.MaxArmor;
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}
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AHealth *health;
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health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
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AInventory *health;
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health = static_cast<AInventory *> (GetDefaultByName ("HealthBonus"));
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if (health!=NULL)
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{
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health->MaxAmount = 2 * deh.MaxHealth;
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}
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health = static_cast<AHealth *> (GetDefaultByName ("Soulsphere"));
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health = static_cast<AInventory *> (GetDefaultByName ("Soulsphere"));
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if (health!=NULL)
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{
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health->Amount = deh.SoulsphereHealth;
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health->MaxAmount = deh.MaxSoulsphere;
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}
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health = static_cast<AHealth *> (GetDefaultByName ("MegasphereHealth"));
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health = static_cast<AInventory *> (GetDefaultByName ("MegasphereHealth"));
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if (health!=NULL)
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{
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health->Amount = health->MaxAmount = deh.MegasphereHealth;
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