- added 'player.flechettetype' property so that the appropriate flechette type can be set per player class.
- bumped savegame version for flechette type changes. SVN r3085 (trunk)
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2b0262d111
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9 changed files with 56 additions and 41 deletions
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@ -601,11 +601,11 @@ DEFINE_PROPERTY(renderstyle, S, Actor)
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{
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PROP_STRING_PARM(str, 0);
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static const char * renderstyles[]={
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"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD", "SHADED", "SHADOW", NULL};
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"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD","SHADED", NULL};
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static const int renderstyle_values[]={
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STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
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STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded, STYLE_Shadow};
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STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded};
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// make this work for old style decorations, too.
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if (!strnicmp(str, "style_", 6)) str+=6;
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@ -2070,6 +2070,15 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, morphweapon, S, PlayerPawn)
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defaults->MorphWeapon = FName(z);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(player, flechettetype, S, PlayerPawn)
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{
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PROP_STRING_PARM(str, 0);
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defaults->FlechetteType = FindClassTentative(str, "ArtiPoisonBag");
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}
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//==========================================================================
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//
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//==========================================================================
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