ZDoom_ACS.cfg: added "DropInventory" function definition.

Visual mode: vertex handle size is now updated after closing the Preferences form.
This commit is contained in:
MaxED 2014-09-20 22:05:23 +00:00
parent a6e44dc941
commit 786caf3b34
3 changed files with 3 additions and 2 deletions

View file

@ -127,6 +127,7 @@ keywords
Door_LockedRaise = "Door_LockedRaise(tag, speed, delay, lock, lighttag)";
Door_Open = "Door_Open(tag, speed, lighttag)";
Door_Raise = "Door_Raise(tag, speed, delay, lighttag)";
DropInventory = "void DropInventory(int tid, str itemtodrop)";
DropItem = "int DropItem(int tid, str item [, int dropamount = -1 [, int chance = 256]])\nCauses actors with the matching tid to drop the specified item.\nIf tid is 0, the activator of the script is considered to be the dropper of the item.\nThis works in a similar way to the DropItem actor property.\nThe return value of the function is the number of dropped items.";
Elevator_LowerToNearest = "Elevator_LowerToNearest(tag, speed)";
Elevator_MoveToFloor = "Elevator_MoveToFloor(tag, speed)";

View file

@ -1582,6 +1582,7 @@ namespace CodeImp.DoomBuilder {
// Update settings
renderer3d.CreateProjection();
renderer3d.UpdateVertexHandle(); //mxd
// Things filters
General.MainWindow.UpdateThingsFilters();

View file

@ -158,9 +158,8 @@ namespace CodeImp.DoomBuilder.VisualModes
{
base.OnEngage();
// Update projection and vertex handles (mxd)
// Update projection (mxd)
General.Map.CRenderer3D.CreateProjection();
General.Map.CRenderer3D.UpdateVertexHandle();
// Update the used textures
General.Map.Data.UpdateUsedTextures();