- Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done it will also disable the actor's special that can be set in a map. This is for actors that want to use A_CountdownArg or similar functions that use the args for something different than the special's parameters. - Converted a_sharedmisc.cpp to DECORATE. - Added a new NActorIterator that can search for classes specified by name. - Added a new constructor to TThinkerIterator that can search for DECORATE defined subclasses that are not represented by a real C++ class. - Fixed: BuildInfoDefaults must set the parent symbol table so that all actors can get to the global symbols stored in AActor. - Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition. - Fixed: A_VileAttack moved the flame without relinking it into the sector lists. It also forgot to set the z-position correctly. (original Doom bug.) - Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling. SVN r401 (trunk)
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26 changed files with 304 additions and 328 deletions
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@ -1542,7 +1542,7 @@ void A_Look (AActor *actor)
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// [RH] Set goal now if appropriate
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if (actor->special == Thing_SetGoal && actor->args[0] == 0)
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{
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TActorIterator<APatrolPoint> iterator (actor->args[1]);
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NActorIterator iterator (NAME_PatrolPoint, actor->args[1]);
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actor->special = 0;
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actor->goal = iterator.Next ();
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actor->reactiontime = actor->args[2] * TICRATE + level.maptime;
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@ -1907,8 +1907,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (result)
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{
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// reached the goal
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TActorIterator<APatrolPoint> iterator (actor->goal->args[0]);
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TActorIterator<APatrolSpecial> specit (actor->goal->tid);
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NActorIterator iterator (NAME_PatrolPoint, actor->goal->args[0]);
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NActorIterator specit (NAME_PatrolSpecial, actor->goal->tid);
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AActor *spec;
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// Execute the specials of any PatrolSpecials with the same TID
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