- 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)
This commit is contained in:
Christoph Oelckers 2006-12-25 13:43:11 +00:00
commit 3eeef7af77
15 changed files with 1106 additions and 1092 deletions

View file

@ -3347,7 +3347,25 @@ static void AmmoDropAmount (AAmmo *defaults, Baggage &bag)
static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->MaxSaveAmount=sc_Number;
defaults->MaxSaveAmount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonus (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BonusCount = sc_Number;
}
//==========================================================================
//
//==========================================================================
static void ArmorMaxBonusMax (ABasicArmorBonus *defaults, Baggage &bag)
{
SC_MustGetNumber();
defaults->BonusMax = sc_Number;
}
//==========================================================================
@ -4025,6 +4043,8 @@ static const ActorProps props[] =
{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },