- Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid confusion. They still don't need a separate base class as in Skulltag though. - Added Skulltag-type armor bonus that increases the max amount that can be given by other armor items. - Separated all armor related code from a_pickups.cpp into a_armor.cpp. SVN r427 (trunk)
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15 changed files with 1106 additions and 1092 deletions
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@ -3347,7 +3347,25 @@ static void AmmoDropAmount (AAmmo *defaults, Baggage &bag)
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static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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defaults->MaxSaveAmount=sc_Number;
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defaults->MaxSaveAmount = sc_Number;
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}
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//==========================================================================
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//
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//==========================================================================
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static void ArmorMaxBonus (ABasicArmorBonus *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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defaults->BonusCount = sc_Number;
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}
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//==========================================================================
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//
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//==========================================================================
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static void ArmorMaxBonusMax (ABasicArmorBonus *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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defaults->BonusMax = sc_Number;
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}
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//==========================================================================
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@ -4025,6 +4043,8 @@ static const ActorProps props[] =
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{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
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{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
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{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
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{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
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