- 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)
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parent
914d993aa1
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238d4c3fac
34 changed files with 562 additions and 108 deletions
16
src/info.cpp
16
src/info.cpp
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@ -211,7 +211,9 @@ FActorInfo *FActorInfo::GetReplacement (bool lookskill)
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FActorInfo *FActorInfo::GetReplacee (bool lookskill)
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{
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FName skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName); if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL) {
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FName skillrepname = AllSkills[gameskill].GetReplacedBy(this->Class->TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \
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inexistent class %s is replaced by class %s\n\
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Skill replacement will be ignored for this actor.\n",
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@ -229,7 +231,12 @@ FActorInfo *FActorInfo::GetReplacee (bool lookskill)
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// potential infinite recursion.
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FActorInfo *savedrep = Replacee;
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Replacee = NULL;
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FActorInfo *rep = savedrep; if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL)) { rep = PClass::FindClass(skillrepname)->ActorInfo; } rep = rep->GetReplacee (false); Replacee = savedrep;
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FActorInfo *rep = savedrep;
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if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
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{
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rep = PClass::FindClass(skillrepname)->ActorInfo;
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}
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rep = rep->GetReplacee (false); Replacee = savedrep;
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return rep;
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}
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@ -445,6 +452,11 @@ CCMD (summonfriend)
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SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
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}
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CCMD (summonmbf)
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{
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SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
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}
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CCMD (summonfoe)
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{
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SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
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