- Fixed: Monsters couldn't hurt other monsters of the same species if they
were supposed to hate them. - Since I was editing the file anyway I added checks for Heretic's and Strife's damaging floor types to DCajunMaster::IsDangerous. - Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log indicated that this can happen. - Fixed: Strife's energy pod contains 20 units when dropped by monsters. To achieve this I added an Ammo.DropAmount property because there are no other means to control this from inside a conversation script. SVN r151 (trunk)
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11 changed files with 61 additions and 20 deletions
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@ -3064,6 +3064,15 @@ static void AmmoBackpackMaxAmount (AAmmo *defaults, Baggage &bag)
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defaults->BackpackMaxAmount=sc_Number;
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}
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//==========================================================================
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//
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//==========================================================================
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static void AmmoDropAmount (AAmmo *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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bag.Info->Class->Meta.SetMetaInt (AIMETA_DropAmount, sc_Number);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -3497,6 +3506,7 @@ static const ActorProps props[] =
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{ "alpha", ActorAlpha, RUNTIME_CLASS(AActor) },
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{ "ammo.backpackamount", (apf)AmmoBackpackAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
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{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
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{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
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{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
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{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
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