- moved the per-level ACS state into FLevelLocals.
This commit is contained in:
parent
131eef9eb9
commit
7b235ea13e
18 changed files with 213 additions and 206 deletions
|
|
@ -352,7 +352,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
// [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type.
|
||||
if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts))
|
||||
{
|
||||
FBehavior::StaticStartTypedScripts(SCRIPT_Kill, this, true, 0, true);
|
||||
level.Behaviors.StartTypedScripts(SCRIPT_Kill, this, true, 0, true);
|
||||
}
|
||||
|
||||
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
|
||||
|
|
@ -563,7 +563,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
E_PlayerDied(int(player - players));
|
||||
|
||||
// Death script execution, care of Skull Tag
|
||||
FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
|
||||
level.Behaviors.StartTypedScripts (SCRIPT_Death, this, true);
|
||||
|
||||
// [RH] Force a delay between death and respawn
|
||||
player->respawn_time = level.time + TICRATE;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue