mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Fixed: dumpmap crashed when used outside a map.
- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting A_QueueCorpse. SVN r542 (trunk)
This commit is contained in:
parent
6a3a47d77a
commit
c06bd09ee7
6 changed files with 17 additions and 2 deletions
|
@ -1,3 +1,10 @@
|
|||
August 19, 2007 (Changes by Graf Zahl)
|
||||
- Fixed: dumpmap crashed when used outside a map.
|
||||
|
||||
August 10, 2007 (Changes by Graf Zahl)
|
||||
- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting
|
||||
A_QueueCorpse.
|
||||
|
||||
August 9, 2007 (Changes by Graf Zahl)
|
||||
- Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
|
||||
doesn't work in M_ChooseSkill when the full console is open.
|
||||
|
|
|
@ -97,6 +97,7 @@ ACTOR(Respawn)
|
|||
ACTOR(BarrelDestroy)
|
||||
ACTOR(PlayerSkinCheck)
|
||||
ACTOR(QueueCorpse)
|
||||
ACTOR(DeQueueCorpse)
|
||||
ACTOR(SetGravity)
|
||||
|
||||
// Special code pointers for Strife's player - not to be used elsewhere!
|
||||
|
|
|
@ -1369,7 +1369,7 @@ bool CheckWarpTransMap (char mapname[9], bool substitute)
|
|||
// consoleplayer, playeringame[] should be set.
|
||||
//
|
||||
static char d_mapname[256];
|
||||
static int d_skill;
|
||||
static int d_skill=-1;
|
||||
|
||||
void G_DeferedInitNew (const char *mapname, int newskill)
|
||||
{
|
||||
|
|
|
@ -802,7 +802,7 @@ menu_t MessagesMenu =
|
|||
{
|
||||
"MESSAGES",
|
||||
0,
|
||||
12,
|
||||
countof(MessagesItems),
|
||||
0,
|
||||
MessagesItems,
|
||||
};
|
||||
|
|
|
@ -32,6 +32,12 @@ CCMD (dumpmap)
|
|||
Printf ("Usage: dumpmap <wadname> [mapname]\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (gamestate != GS_LEVEL)
|
||||
{
|
||||
Printf ("You can only dump a map when inside a level.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (argv.argc() < 3)
|
||||
{
|
||||
|
|
|
@ -170,6 +170,7 @@ class Actor extends Thinker
|
|||
action native A_Respawn(optional evalnot bool fog);
|
||||
action native A_BarrelDestroy();
|
||||
action native A_QueueCorpse();
|
||||
action native A_DeQueueCorpse();
|
||||
|
||||
action native A_SelectWeapon(class<Weapon> whichweapon);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue