- Replaced the static string buffer in ProcessStates with an FString.

- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
This commit is contained in:
Christoph Oelckers 2006-11-04 22:26:04 +00:00
commit 8c2f651bdb
27 changed files with 492 additions and 543 deletions

View file

@ -1824,3 +1824,23 @@ void A_Respawn (AActor *actor)
}
}
//==========================================================================
//
// A_PlayerSkinCheck
//
//==========================================================================
void A_PlayerSkinCheck (AActor *actor)
{
if (actor->player != NULL &&
skins[actor->player->userinfo.skin].othergame)
{
int index = CheckIndex(1, &CallingState);
if (index >= 0)
{
DoJump(actor, CallingState, StateParameters[index]);
}
}
}