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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12 changed files with 175 additions and 48 deletions
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@ -145,7 +145,7 @@ struct FMusicVolume
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// This is used to recreate the skin sounds after reloading SNDINFO due to a changed local one.
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struct FSavedPlayerSoundInfo
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{
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const char * pclass;
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FName pclass;
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int gender;
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int refid;
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int lumpnum;
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@ -523,6 +523,8 @@ int S_AddPlayerSound (const char *pclass, int gender, int refid, int lumpnum, bo
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PlayerSounds[soundlist + S_sfx[refid].link] = id;
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Printf("Player sound %s: Classnum %d Gender %d, Refid %d, Lump %d, fromskin %d\n", pclass, classnum, gender, refid, lumpnum, fromskin);
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if (fromskin) S_SavePlayerSound(pclass, gender, refid, lumpnum, false);
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return id;
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@ -543,6 +545,9 @@ int S_AddPlayerSoundExisting (const char *pclass, int gender, int refid,
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PlayerSounds[soundlist + S_sfx[refid].link] = aliasto;
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Printf("Player alias %s: Classnum %d Gender %d, Refid %d, Aliasto %d, fromskin %d\n", pclass, classnum, gender, refid, aliasto, fromskin);
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if (fromskin) S_SavePlayerSound(pclass, gender, refid, aliasto, true);
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return aliasto;
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