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)
This commit is contained in:
Christoph Oelckers 2006-08-10 15:28:12 +00:00
commit 688476b9aa
12 changed files with 175 additions and 48 deletions

View file

@ -145,7 +145,7 @@ struct FMusicVolume
// This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one.
struct FSavedPlayerSoundInfo
{
const char * pclass;
FName pclass;
int gender;
int refid;
int lumpnum;
@ -523,6 +523,8 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bo
PlayerSounds[soundlist + S_sfx[refid].link] = id;
Printf("Player sound %s: Classnum %d Gender %d, Refid %d, Lump %d, fromskin %d\n", pclass, classnum, gender, refid, lumpnum, fromskin);
if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false);
return id;
@ -543,6 +545,9 @@ int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
PlayerSounds[soundlist + S_sfx[refid].link] = aliasto;
Printf("Player alias %s: Classnum %d Gender %d, Refid %d, Aliasto %d, fromskin %d\n", pclass, classnum, gender, refid, aliasto, fromskin);
if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true);
return aliasto;