- 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
commit
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34 changed files with 562 additions and 108 deletions
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@ -391,6 +391,24 @@ FFlagDef *FindFlag (const PClass *type, const char *part1, const char *part2)
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}
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//==========================================================================
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//
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// Gets the name of an actor flag
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//
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//==========================================================================
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const char *GetFlagName(int flagnum, int flagoffset)
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{
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for(int i=0; i<countof(ActorFlags); i++)
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{
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if (ActorFlags[i].flagbit == flagnum && ActorFlags[i].structoffset == flagoffset)
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{
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return ActorFlags[i].name;
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}
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}
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return "(unknown)"; // return something printable
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}
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//==========================================================================
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//
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// Find a property by name using a binary search
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@ -534,7 +552,6 @@ static int STACK_ARGS varcmp(const void * a, const void * b)
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return stricmp(A->name, B->name);
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}
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//==========================================================================
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//
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// Initialization
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