- More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
This commit is contained in:
parent
914d993aa1
commit
238d4c3fac
34 changed files with 562 additions and 108 deletions
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@ -2094,6 +2094,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_SUMMON:
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case DEM_SUMMONFRIEND:
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case DEM_SUMMONFOE:
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case DEM_SUMMONMBF:
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case DEM_SUMMON2:
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case DEM_SUMMONFRIEND2:
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case DEM_SUMMONFOE2:
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@ -2132,7 +2133,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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source->z + 8 * FRACUNIT, ALLOW_REPLACE);
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if (spawned != NULL)
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{
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if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2)
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if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2 || type == DEM_SUMMONMBF)
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{
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if (spawned->CountsAsKill())
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{
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@ -2142,6 +2143,8 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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spawned->flags |= MF_FRIENDLY;
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spawned->LastHeard = players[player].mo;
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spawned->health = spawned->SpawnHealth();
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if (type == DEM_SUMMONMBF)
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spawned->flags3 |= MF3_NOBLOCKMONST;
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}
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else if (type == DEM_SUMMONFOE || type == DEM_SUMMONFOE2)
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{
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@ -2440,6 +2443,7 @@ void Net_SkipCommand (int type, BYTE **stream)
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case DEM_SUMMON:
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case DEM_SUMMONFRIEND:
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case DEM_SUMMONFOE:
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case DEM_SUMMONMBF:
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case DEM_SPRAY:
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case DEM_MORPHEX:
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case DEM_KILLCLASSCHEAT:
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