- 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

@ -1436,6 +1436,33 @@ DEFINE_PROPERTY(telefogdesttype, S, Actor)
else defaults->TeleFogDestType = FindClassTentative(str, "TeleportFog");
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(ripperlevel, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->RipperLevel = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(riplevelmin, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->RipLevelMin = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(riplevelmax, I, Actor)
{
PROP_INT_PARM(id, 0);
defaults->RipLevelMax = id;
}
//==========================================================================
//
// Special inventory properties