- 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

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