- added Grubber's submission for customizable gravity per actor.

- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
This commit is contained in:
Christoph Oelckers 2007-01-20 14:27:44 +00:00
commit d0c910fca6
23 changed files with 121 additions and 37 deletions

View file

@ -2071,6 +2071,7 @@ void DLevelScript::DoSetFont (int fontnum)
#define APROP_JumpZ 12 // [GRB]
#define APROP_ChaseGoal 13
#define APROP_Frightened 14
#define APROP_Gravity 15
#define APROP_SeeSound 5 // Sounds can only be set, not gotten
#define APROP_AttackSound 6
#define APROP_PainSound 7
@ -2153,6 +2154,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
else
actor->flags4 &= ~MF4_FRIGHTENED;
break;
case APROP_Gravity:
actor->gravity = value;
break;
case APROP_SeeSound:
actor->SeeSound = S_FindSound (FBehavior::StaticLookupString (value));
@ -2204,6 +2209,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
case APROP_Alpha: return actor->alpha;
case APROP_RenderStyle: return actor->RenderStyle;
case APROP_Gravity: return actor->gravity;
case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);