- scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness. - made 'out' variables work. - fixed virtual call handling for HandlePickup.
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29 changed files with 374 additions and 528 deletions
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@ -48,6 +48,7 @@
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#include "p_terrain.h"
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#include "gstrings.h"
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#include "zstring.h"
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#include "d_event.h"
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static TArray<FPropertyInfo*> properties;
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static TArray<AFuncDesc> AFTable;
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@ -743,6 +744,12 @@ void InitThingdef()
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playerf = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame);
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GlobalSymbols.AddSymbol(playerf);
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playerf = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
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GlobalSymbols.AddSymbol(playerf);
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playerf = new PField("consoleplayer", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&consoleplayer);
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GlobalSymbols.AddSymbol(playerf);
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// Argh. It sucks when bad hacks need to be supported. WP_NOCHANGE is just a bogus pointer but it used everywhere as a special flag.
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// It cannot be defined as constant because constants can either be numbers or strings but nothing else, so the only 'solution'
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// is to create a static variable from it and reference that in the script. Yuck!!!
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