- 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:
Christoph Oelckers 2009-09-14 19:44:14 +00:00
commit 238d4c3fac
34 changed files with 562 additions and 108 deletions

View file

@ -2094,6 +2094,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_SUMMON:
case DEM_SUMMONFRIEND:
case DEM_SUMMONFOE:
case DEM_SUMMONMBF:
case DEM_SUMMON2:
case DEM_SUMMONFRIEND2:
case DEM_SUMMONFOE2:
@ -2132,7 +2133,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
source->z + 8 * FRACUNIT, ALLOW_REPLACE);
if (spawned != NULL)
{
if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2)
if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2 || type == DEM_SUMMONMBF)
{
if (spawned->CountsAsKill())
{
@ -2142,6 +2143,8 @@ void Net_DoCommand (int type, BYTE **stream, int player)
spawned->flags |= MF_FRIENDLY;
spawned->LastHeard = players[player].mo;
spawned->health = spawned->SpawnHealth();
if (type == DEM_SUMMONMBF)
spawned->flags3 |= MF3_NOBLOCKMONST;
}
else if (type == DEM_SUMMONFOE || type == DEM_SUMMONFOE2)
{
@ -2440,6 +2443,7 @@ void Net_SkipCommand (int type, BYTE **stream)
case DEM_SUMMON:
case DEM_SUMMONFRIEND:
case DEM_SUMMONFOE:
case DEM_SUMMONMBF:
case DEM_SPRAY:
case DEM_MORPHEX:
case DEM_KILLCLASSCHEAT: