- 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.
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7 changed files with 97 additions and 2 deletions
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@ -5613,3 +5613,45 @@ DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
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self->TeleFogDestType = temp;
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}
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}
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//===========================================================================
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//
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// A_SetRipperLevel(int level)
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//
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// Sets the ripper level/requirement of the calling actor.
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// Also sets the minimum and maximum levels to rip through.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(level, 0);
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self->RipperLevel = level;
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}
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//===========================================================================
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//
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// A_SetRipMin(int min)
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//
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// Sets the ripper level/requirement of the calling actor.
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// Also sets the minimum and maximum levels to rip through.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(min, 1);
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self->RipLevelMin = min;
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}
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//===========================================================================
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//
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// A_SetRipMin(int min)
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//
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// Sets the ripper level/requirement of the calling actor.
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// Also sets the minimum and maximum levels to rip through.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(max, 1);
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self->RipLevelMax = max;
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}
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