- 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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34 changed files with 562 additions and 108 deletions
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@ -2426,6 +2426,8 @@ enum
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APROP_Dropped = 18,
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APROP_Notarget = 19,
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APROP_Species = 20,
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// APROP_Nametag
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APROP_Score = 22,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -2578,6 +2580,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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case APROP_Species:
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actor->Species = FBehavior::StaticLookupString(value);
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break;
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case APROP_Score:
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actor->Score = value;
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break;
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}
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}
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@ -2642,6 +2648,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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{
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return 0;
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}
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case APROP_Score: return actor->Score;
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default: return 0;
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}
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}
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