- eliminated the native PowerupGiver class.
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
This commit is contained in:
parent
98f9219334
commit
232b64d332
17 changed files with 139 additions and 131 deletions
|
|
@ -5719,7 +5719,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
if (argCount >= 2)
|
||||
{
|
||||
PClassActor *powerupclass = PClass::FindActor(FBehavior::StaticLookupString(args[1]));
|
||||
if (powerupclass == NULL || !RUNTIME_CLASS(APowerup)->IsAncestorOf(powerupclass))
|
||||
if (powerupclass == NULL || !powerupclass->IsDescendantOf(PClass::FindActor(NAME_Powerup)))
|
||||
{
|
||||
Printf("'%s' is not a type of Powerup.\n", FBehavior::StaticLookupString(args[1]));
|
||||
return 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue