August 10, 2006 (Changes by Graf Zahl)
- Fixed: CheckActorInventory stored the return value in the wrong address on the ACS stack. - Fixed: Skin sounds weren't properly restored after a SNDINFO reset. - Added a more flexible ACS ChangeLevel function. It gets passed a level name instead of a level number and has several additional options (e.g. changing skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!) - Changed Thing_Activate so that passing a tid of 0 activates the calling actor. - Changed Thing_Remove so that passing a tid of 0 removes the calling actor. - Added DECORATE parameters to A_Saw. SVN r283 (trunk)
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2b0fa809c6
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12 changed files with 175 additions and 48 deletions
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@ -4176,7 +4176,7 @@ int DLevelScript::RunScript ()
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break;
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case PCD_CHECKACTORINVENTORY:
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STACK(1) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
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STACK(2) = CheckInventory (SingleActorFromTID(STACK(2), NULL),
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FBehavior::StaticLookupString (STACK(1)));
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sp--;
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break;
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@ -4887,6 +4887,17 @@ int DLevelScript::RunScript ()
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}
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}
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sp -= 1;
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case PCD_CHANGELEVEL:
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{
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int flags = STACK(2);
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G_ChangeLevel(FBehavior::StaticLookupString(STACK(4)), STACK(3),
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!!(flags & CHANGELEVEL_KEEPFACING), STACK(1),
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!!(flags & CHANGELEVEL_NOINTERMISSION),
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!!(flags & CHANGELEVEL_RESETINVENTORY),
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!!(flags & CHANGELEVEL_NOMONSTERS));
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sp -= 4;
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}
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break;
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}
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