- Fixed: The powered up Mace was missing its HoldAtkState.

- Added: Using "*" with ACS's music commands will play the level's default music set in MAPINFO.


SVN r478 (trunk)
This commit is contained in:
Christoph Oelckers 2007-02-04 10:20:25 +00:00
parent 7c2fc08f35
commit 0320057260
3 changed files with 21 additions and 1 deletions

View File

@ -1,3 +1,8 @@
February 4, 2007 (Changes by Graf Zahl)
- Fixed: The powered up Mace was missing its HoldAtkState.
- Added: Using "*" with ACS's music commands will play the level's default
music set in MAPINFO.
February 3, 2007
- Added two new MAPINFO flags to control what actor activates impact lines:
* MissileShootersActivateImpactLines - the current behavior.

View File

@ -882,6 +882,7 @@ IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 0)
PROP_Weapon_AmmoUse1 (USE_MACE_AMMO_2)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_AtkState (S_MACEATK2)
PROP_Weapon_HoldAtkState (S_MACEATK2)
PROP_Weapon_SisterType ("Mace")
PROP_Weapon_ProjectileType ("MaceFX4")
END_DEFAULTS

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@ -1491,13 +1491,27 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
return false;
}
// allow specifying "*" as a placeholder to play the level's default music.
if (musicname != NULL && !strcmp(musicname, "*"))
{
if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
{
musicname = level.music;
order = level.musicorder
}
else
{
musicname = NULL;
}
}
if (musicname == NULL || musicname[0] == 0)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
return false;
}
if (!mus_playing.name.IsEmpty() && stricmp (mus_playing.name, musicname) == 0)
{
if (order != mus_playing.baseorder)