- Gez's misc. bugs patch:
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this, * Renames the dog actor to MBFHelperDog to prevent name conflicts, * Adds APROP_Score to CheckActorProperty, * Completes the randomspawner update (the reason I moved the recursion counter out of special1 was that I found some projectiles had this set to them, for example in A_LichAttack, but I forgot to add transfer for them), * Provides centered sprites for beta plasma balls if this is deemed deserving correction. SVN r1847 (trunk)
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dc292caaa3
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19 changed files with 21 additions and 13 deletions
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@ -1741,10 +1741,7 @@ IMPLEMENT_CLASS(AScoreItem)
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//
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// AScoreItem :: TryPickup
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//
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// This function does nothing much. Theoretically, the player could have a
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// score property which would be incremented by the score items' own score
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// property (probably using the Amount property for that), but that is not
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// needed for the moment.
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// Adds the value (Amount) of the item to the toucher's Score property.
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//
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//===========================================================================
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@ -477,7 +477,7 @@ public:
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// A score item is picked up without being added to the inventory.
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// Contrarily to FakeInventory, it does nothing.
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// It differs from FakeInventory by doing nothing more than increasing the player's score.
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class AScoreItem : public AInventory
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{
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DECLARE_CLASS (AScoreItem, AInventory)
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@ -111,6 +111,8 @@ class ARandomSpawner : public AActor
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newmobj->args[2] = args[2];
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newmobj->args[3] = args[3];
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newmobj->args[4] = args[4];
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newmobj->special1 = special1;
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newmobj->special2 = special2;
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newmobj->SpawnFlags = SpawnFlags;
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newmobj->HandleSpawnFlags();
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newmobj->tid = tid;
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@ -2684,6 +2684,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Gravity:
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case APROP_SpawnHealth:
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case APROP_JumpZ:
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case APROP_Score:
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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