- 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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@ -2400,7 +2400,7 @@ static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS)
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{
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return false;
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}
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if (item->IsKindOf(RUNTIME_CLASS(AHealth)))
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if (item->IsKindOf(PClass::FindActor(NAME_Health)))
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{
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item->Amount *= amount;
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}
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@ -5655,7 +5655,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
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if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn(item));
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if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
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if (gift->IsKindOf(PClass::FindActor(NAME_Health)))
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{
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gift->Amount *= amount;
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}
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