- Added 3 new properties and 3 functions to control them.

- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
This commit is contained in:
MajorCooke 2014-12-30 19:59:31 -06:00
commit 4ddfd0f46a
7 changed files with 97 additions and 2 deletions

View file

@ -338,6 +338,13 @@ void AActor::Serialize (FArchive &arc)
arc << TeleFogSourceType
<< TeleFogDestType;
}
if (SaveVersion >= 4518)
{
arc << RipperLevel
<< RipLevelMin
<< RipLevelMax;
}
{
FString tagstr;
if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;