- scriptified the remaining functions in a_artifacts.cpp.
- added some helpers to set scripted member variables through the native property parser. Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
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12 changed files with 128 additions and 140 deletions
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@ -357,15 +357,19 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
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int pnum = int(this->player-players);
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dieticks[pnum] = gametic;
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fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
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this->player->cheats&CF_PREDICTING?"predicting":"real");
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fprintf(debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
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this->player->cheats&CF_PREDICTING ? "predicting" : "real");
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}
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// [RH] Notify this actor's items.
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for (AInventory *item = Inventory; item != NULL; )
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{
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AInventory *next = item->Inventory;
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item->OwnerDied();
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IFVIRTUALPTR(item, AInventory, OwnerDied)
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{
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VMValue params[1] = { item };
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GlobalVMStack.Call(func, params, 1, nullptr, 0);
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}
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item = next;
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}
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