- 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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ca8765ed79
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26 changed files with 304 additions and 328 deletions
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@ -3760,7 +3760,7 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
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Printf ("Unknown type %i at (%i, %i)\n",
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mthing->type,
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mthing->x, mthing->y);
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i = RUNTIME_CLASS(AUnknown);
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i = PClass::FindClass("Unknown");
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}
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// [RH] If the thing's corresponding sprite has no frames, also map
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// it to the unknown thing.
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@ -3776,7 +3776,7 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
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{
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Printf ("%s at (%i, %i) has no frames\n",
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i->TypeName.GetChars(), mthing->x, mthing->y);
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i = RUNTIME_CLASS(AUnknown);
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i = PClass::FindClass("Unknown");
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}
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}
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@ -3856,9 +3856,12 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnFlags = mthing->flags;
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// [RH] Set the thing's special
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mobj->special = mthing->special;
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for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
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if (!(mobj->flags2 & MF2_ARGSDEFINED))
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{
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// [RH] Set the thing's special
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mobj->special = mthing->special;
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for(int j=0;j<5;j++) mobj->args[j]=mthing->args[j];
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}
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// [RH] Add ThingID to mobj and link it in with the others
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mobj->tid = mthing->thingid;
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