- added option for the cast call to use a 'Death.Cast' sequence so that monsters with an unusable death sequence for the cast call can define an alternative.

SVN r2952 (trunk)
This commit is contained in:
Christoph Oelckers 2010-10-17 08:02:04 +00:00
parent 6538bc457b
commit 94fd56b6bd
2 changed files with 4 additions and 1 deletions

View file

@ -433,7 +433,9 @@ int DIntermissionScreenCast::Responder (event_t *ev)
return 1; // already in dying frames return 1; // already in dying frames
castdeath = true; castdeath = true;
caststate = mClass->ActorInfo->FindState(NAME_Death);
FName label[] = {NAME_Death, NAME_Cast};
caststate = mClass->ActorInfo->FindState(2, label);
if (caststate == NULL) return -1; if (caststate == NULL) return -1;
casttics = caststate->GetTics(); casttics = caststate->GetTics();

View file

@ -186,6 +186,7 @@ xx(Greetings)
xx(Idle) xx(Idle)
xx(GenericFreezeDeath) xx(GenericFreezeDeath)
xx(GenericCrush) xx(GenericCrush)
xx(Cast)
// Compatible death names for the decorate parser. // Compatible death names for the decorate parser.
xx(XDeath) xx(XDeath)