- 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

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