- Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. SVN r1823 (trunk)
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ea8c94d637
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20 changed files with 213 additions and 66 deletions
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@ -110,6 +110,24 @@ CVAR (Bool, chasedemo, false, 0);
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CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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EXTERN_CVAR (Float, con_midtime);
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//==========================================================================
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//
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// CVAR displaynametags
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//
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// Selects whether to display name tags or not when changing weapons
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//
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//==========================================================================
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CUSTOM_CVAR (Bool, displaynametags, 0, CVAR_ARCHIVE)
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{
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if (self != 0 && self != 1)
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{
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self = 0;
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}
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}
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gameaction_t gameaction;
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gamestate_t gamestate = GS_STARTUP;
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@ -335,6 +353,10 @@ CCMD (invnext)
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who->InvSel = who->Inventory;
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}
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}
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if (displaynametags && StatusBar && SmallFont
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&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
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StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
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2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
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}
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who->player->inventorytics = 5*TICRATE;
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}
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@ -362,6 +384,10 @@ CCMD (invprev)
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}
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who->InvSel = item;
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}
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if (displaynametags && StatusBar && SmallFont
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&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
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StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
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2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
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}
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who->player->inventorytics = 5*TICRATE;
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}
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@ -385,9 +411,7 @@ CCMD(invquery)
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AInventory *inv = players[consoleplayer].mo->InvSel;
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if (inv != NULL)
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{
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const char *description = inv->GetClass()->Meta.GetMetaString(AMETA_StrifeName);
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if (description == NULL) description = inv->GetClass()->TypeName;
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Printf(PRINT_HIGH, "%s (%dx)\n", description, inv->Amount);
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Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->Amount);
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}
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}
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