- Removed A_JumpSet and merged its functionality with A_Jump by turning
A_Jump into a varargs function. - Fixed: P_MorphPlayer() should check that the desired type is actually a PlayerPawn. - Added an optional parameter to the morphme ccmd that specifies the player class to morph into. - Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*, and Thing_Move functions so that TID 0 affects the activator. SVN r362 (trunk)
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753f280e04
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13 changed files with 168 additions and 71 deletions
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@ -4793,14 +4793,14 @@ int DLevelScript::RunScript ()
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// Like Thing_Projectile(Gravity) specials, but you can give the
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// projectile a TID.
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// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
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P_Thing_Projectile (STACK(7), STACK(6), NULL, ((angle_t)(STACK(5)<<24)),
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P_Thing_Projectile (STACK(7), activator, STACK(6), NULL, ((angle_t)(STACK(5)<<24)),
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STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
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sp -= 7;
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break;
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case PCD_SPAWNPROJECTILE:
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// Same, but takes an actor name instead of a spawn ID.
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P_Thing_Projectile (STACK(7), 0, FBehavior::StaticLookupString (STACK(6)), ((angle_t)(STACK(5)<<24)),
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P_Thing_Projectile (STACK(7), activator, 0, FBehavior::StaticLookupString (STACK(6)), ((angle_t)(STACK(5)<<24)),
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STACK(4)<<(FRACBITS-3), STACK(3)<<(FRACBITS-3), 0, NULL, STACK(2), STACK(1), false);
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sp -= 7;
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break;
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@ -4903,6 +4903,11 @@ int DLevelScript::RunScript ()
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break;
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case PCD_SETACTORANGLE: // [GRB]
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if (STACK(2) == 0)
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{
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activator->angle = STACK(1) << 16;
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}
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else
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{
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FActorIterator iterator (STACK(2));
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AActor *actor;
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@ -4916,6 +4921,11 @@ int DLevelScript::RunScript ()
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break;
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case PCD_SETACTORPITCH:
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if (STACK(2) == 0)
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{
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activator->angle = STACK(1) << 16;
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}
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else
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{
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FActorIterator iterator (STACK(2));
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AActor *actor;
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