- added: Let the kill CCMD also kill replacements of the monster that is specified.
- add a GetReplacement method to PClass to clean up some really ugly code - Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated. SVN r2601 (trunk)
This commit is contained in:
parent
ffa58aadbe
commit
9102200771
10 changed files with 40 additions and 19 deletions
|
|
@ -65,7 +65,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
|
|||
return false;
|
||||
|
||||
// Handle decorate replacements.
|
||||
kind = kind->ActorInfo->GetReplacement()->Class;
|
||||
kind = kind->GetReplacement();
|
||||
|
||||
if ((GetDefaultByType (kind)->flags3 & MF3_ISMONSTER) &&
|
||||
((dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS)))
|
||||
|
|
@ -200,7 +200,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
|
|||
|
||||
|
||||
// Handle decorate replacements.
|
||||
kind = kind->ActorInfo->GetReplacement()->Class;
|
||||
kind = kind->GetReplacement();
|
||||
|
||||
defflags3 = GetDefaultByType (kind)->flags3;
|
||||
if ((defflags3 & MF3_ISMONSTER) &&
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue