- 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)
This commit is contained in:
Christoph Oelckers 2011-01-01 11:16:46 +00:00
commit e90b86acce
9 changed files with 56 additions and 41 deletions

View file

@ -601,11 +601,11 @@ DEFINE_PROPERTY(renderstyle, S, Actor)
{
PROP_STRING_PARM(str, 0);
static const char * renderstyles[]={
"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD", "SHADED", "SHADOW", NULL};
"NONE","NORMAL","FUZZY","SOULTRANS","OPTFUZZY","STENCIL","TRANSLUCENT", "ADD","SHADED", NULL};
static const int renderstyle_values[]={
STYLE_None, STYLE_Normal, STYLE_Fuzzy, STYLE_SoulTrans, STYLE_OptFuzzy,
STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded, STYLE_Shadow};
STYLE_TranslucentStencil, STYLE_Translucent, STYLE_Add, STYLE_Shaded};
// make this work for old style decorations, too.
if (!strnicmp(str, "style_", 6)) str+=6;
@ -2070,6 +2070,15 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, morphweapon, S, PlayerPawn)
defaults->MorphWeapon = FName(z);
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, flechettetype, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
defaults->FlechetteType = FindClassTentative(str, "ArtiPoisonBag");
}
//==========================================================================
//
//==========================================================================