- GetActorProperty now works with the string properties that were formerly restricted to

CheckActorProperty.

SVN r4307 (trunk)
This commit is contained in:
Randy Heit 2013-06-01 02:51:14 +00:00
parent 1a67e6fa5d
commit 26d2d74024

View file

@ -3768,6 +3768,14 @@ int DLevelScript::GetActorProperty (int tid, int property)
case APROP_ReactionTime:return actor->reactiontime;
case APROP_MeleeRange: return actor->meleerange;
case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound);
case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound);
case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound);
case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound);
case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound);
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies());
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag());
default: return 0;
}
}
@ -3825,7 +3833,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
case APROP_Dormant:
return (GetActorProperty(tid, property) == (!!value));
// Strings are not covered by GetActorProperty, so make the check here
// Strings are covered by GetActorProperty, but they're fairly
// heavy-duty, so make the check here.
case APROP_SeeSound: string = actor->SeeSound; break;
case APROP_AttackSound: string = actor->AttackSound; break;
case APROP_PainSound: string = actor->PainSound; break;