- 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
238d4c3fac
34 changed files with 562 additions and 108 deletions
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@ -849,10 +849,11 @@ DEFINE_PROPERTY(bloodtype, Sss, Actor)
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//==========================================================================
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DEFINE_PROPERTY(bouncetype, S, Actor)
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{
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static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", NULL };
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static const BYTE flags[] = { BOUNCE_None,
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static const char *names[] = { "None", "Doom", "Heretic", "Hexen", "DoomCompat", "HereticCompat", "HexenCompat", "Grenade", "Classic", NULL };
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static const int flags[] = { BOUNCE_None,
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BOUNCE_Doom, BOUNCE_Heretic, BOUNCE_Hexen,
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BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat };
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BOUNCE_DoomCompat, BOUNCE_HereticCompat, BOUNCE_HexenCompat,
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BOUNCE_Grenade, BOUNCE_Classic, };
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PROP_STRING_PARM(id, 0);
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int match = MatchString(id, names);
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if (match < 0)
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@ -1294,7 +1295,6 @@ DEFINE_CLASS_PROPERTY(pickupsound, S, Inventory)
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//==========================================================================
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DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
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{
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PROP_STRING_PARM(str, 0);
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}
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//==========================================================================
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