- added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items. SVN r456 (trunk)
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23 changed files with 121 additions and 37 deletions
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@ -2071,6 +2071,7 @@ void DLevelScript::DoSetFont (int fontnum)
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#define APROP_JumpZ 12 // [GRB]
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#define APROP_ChaseGoal 13
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#define APROP_Frightened 14
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#define APROP_Gravity 15
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#define APROP_SeeSound 5 // Sounds can only be set, not gotten
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#define APROP_AttackSound 6
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#define APROP_PainSound 7
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@ -2153,6 +2154,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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else
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actor->flags4 &= ~MF4_FRIGHTENED;
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break;
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case APROP_Gravity:
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actor->gravity = value;
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break;
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case APROP_SeeSound:
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actor->SeeSound = S_FindSound (FBehavior::StaticLookupString (value));
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@ -2204,6 +2209,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
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case APROP_Alpha: return actor->alpha;
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case APROP_RenderStyle: return actor->RenderStyle;
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case APROP_Gravity: return actor->gravity;
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case APROP_Ambush: return !!(actor->flags & MF_AMBUSH);
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case APROP_ChaseGoal: return !!(actor->flags5 & MF5_CHASEGOAL);
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case APROP_Frightened: return !!(actor->flags4 & MF4_FRIGHTENED);
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