- 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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@ -75,6 +75,7 @@ DEFINE_MEMBER_VARIABLE_ALIAS(momx, velx, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momy, vely, AActor)
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DEFINE_MEMBER_VARIABLE_ALIAS(momz, velz, AActor)
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DEFINE_MEMBER_VARIABLE(Damage, AActor)
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DEFINE_MEMBER_VARIABLE(Score, AActor)
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//==========================================================================
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//
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@ -2812,13 +2813,13 @@ int FStateExpressions::Reserve(int num, const PClass *cls)
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//
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//==========================================================================
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void FStateExpressions::Set(int num, FxExpression *x)
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void FStateExpressions::Set(int num, FxExpression *x, bool cloned)
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{
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if (num >= 0 && num < int(Size()))
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{
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assert(expressions[num].expr == NULL || expressions[num].cloned);
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expressions[num].expr = x;
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expressions[num].cloned = false;
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expressions[num].cloned = cloned;
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}
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}
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