mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 21:00:53 +00:00
e553f9a34f
- Removed GibHealth function and integrated it into AActor::GetGibHealth. SVN r2245 (scripting)
681 lines
18 KiB
C++
681 lines
18 KiB
C++
/*
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** info.cpp
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** Keeps track of available actors and their states
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This is completely different from Doom's info.c.
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**
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*/
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#include "info.h"
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#include "m_fixed.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "v_text.h"
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#include "gi.h"
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#include "vm.h"
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#include "actor.h"
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#include "r_state.h"
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#include "i_system.h"
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#include "p_local.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "g_level.h"
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extern void LoadActors ();
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bool FState::CallAction(AActor *self, AActor *stateowner, StateCallData *statecall)
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{
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if (ActionFunc != NULL)
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{
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//ActionFunc(self, stateowner, this, ParameterIndex-1, statecall);
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VMFrameStack stack;
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VMValue params[4] = { self, stateowner, VMValue(this, ATAG_STATE), statecall };
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stack.Call(ActionFunc, params, countof(params), NULL, 0, NULL);
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return true;
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}
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else
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{
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return false;
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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int GetSpriteIndex(const char * spritename)
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{
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static char lastsprite[5];
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static int lastindex;
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// Make sure that the string is upper case and 4 characters long
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char upper[5]={0,0,0,0,0};
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for (int i = 0; spritename[i] != 0 && i < 4; i++)
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{
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upper[i] = toupper (spritename[i]);
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}
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// cache the name so if the next one is the same the function doesn't have to perform a search.
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if (!strcmp(upper, lastsprite))
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{
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return lastindex;
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}
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strcpy(lastsprite, upper);
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for (unsigned i = 0; i < sprites.Size (); ++i)
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{
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if (strcmp (sprites[i].name, upper) == 0)
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{
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return (lastindex = (int)i);
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}
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}
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spritedef_t temp;
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strcpy (temp.name, upper);
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temp.numframes = 0;
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temp.spriteframes = 0;
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return (lastindex = (int)sprites.Push (temp));
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}
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IMPLEMENT_POINTY_CLASS(PClassActor)
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DECLARE_POINTER(DropItems)
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END_POINTERS
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//==========================================================================
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//
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// PClassActor :: StaticInit STATIC
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//
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//==========================================================================
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void PClassActor::StaticInit()
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{
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if (sprites.Size() == 0)
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{
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spritedef_t temp;
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// Sprite 0 is always TNT1
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memcpy (temp.name, "TNT1", 5);
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temp.numframes = 0;
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temp.spriteframes = 0;
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sprites.Push (temp);
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// Sprite 1 is always ----
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memcpy (temp.name, "----", 5);
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sprites.Push (temp);
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}
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Printf ("LoadActors: Load actor definitions.\n");
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LoadActors ();
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}
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//==========================================================================
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//
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// PClassActor :: StaticSetActorNums STATIC
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//
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// Called after Dehacked patches are applied
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//
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//==========================================================================
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void PClassActor::StaticSetActorNums()
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{
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memset(SpawnableThings, 0, sizeof(SpawnableThings));
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DoomEdMap.Empty();
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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static_cast<PClassActor *>(PClass::m_RuntimeActors[i])->RegisterIDs();
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}
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}
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//==========================================================================
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//
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// PClassActor Constructor
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//
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//==========================================================================
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PClassActor::PClassActor()
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{
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GameFilter = GAME_Any;
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SpawnID = 0;
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DoomEdNum = -1;
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OwnedStates = NULL;
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NumOwnedStates = 0;
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Replacement = NULL;
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Replacee = NULL;
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StateList = NULL;
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DamageFactors = NULL;
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PainChances = NULL;
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DeathHeight = -1;
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BurnHeight = -1;
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GibHealth = INT_MIN;
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WoundHealth = 6;
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PoisonDamage = 0;
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FastSpeed = FIXED_MIN;
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RDFactor = FRACUNIT;
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CameraHeight = FIXED_MIN;
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BloodType = NAME_Blood;
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BloodType2 = NAME_BloodSplatter;
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BloodType3 = NAME_AxeBlood;
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DropItems = NULL;
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DontHurtShooter = false;
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ExplosionDamage = 128;
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ExplosionRadius = -1;
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MissileHeight = 32*FRACUNIT;
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MeleeDamage = 0;
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}
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//==========================================================================
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//
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// PClassActor Destructor
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//
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//==========================================================================
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PClassActor::~PClassActor()
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{
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if (OwnedStates != NULL)
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{
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delete[] OwnedStates;
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}
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if (DamageFactors != NULL)
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{
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delete DamageFactors;
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}
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if (PainChances != NULL)
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{
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delete PainChances;
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}
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if (StateList != NULL)
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{
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StateList->Destroy();
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M_Free(StateList);
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}
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}
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//==========================================================================
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//
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// PClassActor :: Derive
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//
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//==========================================================================
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void PClassActor::Derive(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassActor)));
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Super::Derive(newclass);
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PClassActor *newa = static_cast<PClassActor *>(newclass);
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newa->Obituary = Obituary;
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newa->HitObituary = HitObituary;
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newa->DeathHeight = DeathHeight;
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newa->BurnHeight = BurnHeight;
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newa->BloodColor = BloodColor;
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newa->GibHealth = GibHealth;
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newa->WoundHealth = WoundHealth;
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newa->PoisonDamage = PoisonDamage;
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newa->FastSpeed = FastSpeed;
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newa->RDFactor = RDFactor;
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newa->CameraHeight = CameraHeight;
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newa->HowlSound = HowlSound;
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newa->BloodType = BloodType;
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newa->BloodType2 = BloodType2;
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newa->BloodType3 = BloodType3;
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newa->DropItems = DropItems;
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newa->DontHurtShooter = DontHurtShooter;
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newa->ExplosionRadius = ExplosionRadius;
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newa->ExplosionDamage = ExplosionDamage;
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newa->MeleeDamage = MeleeDamage;
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newa->MeleeSound = MeleeSound;
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newa->MissileName = MissileName;
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newa->MissileHeight = MissileHeight;
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}
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//==========================================================================
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//
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// PClassActor :: PropagateMark
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//
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//==========================================================================
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size_t PClassActor::PropagateMark()
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{
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// Mark state functions
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for (int i = 0; i < NumOwnedStates; ++i)
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{
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if (OwnedStates[i].ActionFunc != NULL)
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{
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GC::Mark(OwnedStates[i].ActionFunc);
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}
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}
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// marked += ActorInfo->NumOwnedStates * sizeof(FState);
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return Super::PropagateMark();
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}
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//==========================================================================
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//
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// PClassActor :: InitializeNativeDefaults
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//
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// This is used by DECORATE to assign ActorInfos to internal classes
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//
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//==========================================================================
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void PClassActor::InitializeNativeDefaults()
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{
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Symbols.SetParentTable(&ParentClass->Symbols);
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assert(Defaults == NULL);
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Defaults = new BYTE[Size];
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if (ParentClass->Defaults != NULL)
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{
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memcpy(Defaults, ParentClass->Defaults, ParentClass->Size);
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if (Size > ParentClass->Size)
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{
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memset(Defaults + ParentClass->Size, 0, Size - ParentClass->Size);
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}
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}
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else
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{
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memset (Defaults, 0, Size);
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}
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m_RuntimeActors.Push(this);
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}
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//==========================================================================
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//
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// PClassActor :: RegisterIDs
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//
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// Registers this class's SpawnID and DoomEdNum in the appropriate tables.
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//
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//==========================================================================
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void PClassActor::RegisterIDs()
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{
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PClassActor *cls = PClass::FindActor(TypeName);
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bool set = false;
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if (cls == NULL)
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{
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Printf(TEXTCOLOR_RED"The actor '%s' has been hidden by a non-actor of the same name\n", TypeName.GetChars());
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return;
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}
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if (GameFilter == GAME_Any || (GameFilter & gameinfo.gametype))
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{
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if (SpawnID != 0)
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{
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SpawnableThings[SpawnID] = cls;
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if (cls != this)
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{
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Printf(TEXTCOLOR_RED"Spawn ID %d refers to hidden class type '%s'\n", SpawnID, cls->TypeName.GetChars());
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}
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}
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if (DoomEdNum != -1)
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{
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DoomEdMap.AddType(DoomEdNum, cls);
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if (cls != this)
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{
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Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
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}
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}
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}
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// Fill out the list for Chex Quest with Doom's actors
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if (gameinfo.gametype == GAME_Chex && DoomEdMap.FindType(DoomEdNum) == NULL && (GameFilter & GAME_Doom))
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{
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DoomEdMap.AddType(DoomEdNum, this, true);
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if (cls != this)
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{
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Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
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}
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}
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacement
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//
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//==========================================================================
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PClassActor *PClassActor::GetReplacement(bool lookskill)
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{
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FName skillrepname;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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skillrepname = AllSkills[gameskill].GetReplacement(TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n"
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"class %s is replaced by non-existent class %s\n"
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"Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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TypeName.GetChars(), skillrepname.GetChars());
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AllSkills[gameskill].SetReplacement(TypeName, NAME_None);
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AllSkills[gameskill].SetReplacedBy(skillrepname, NAME_None);
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lookskill = false; skillrepname = NAME_None;
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}
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}
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if (Replacement == NULL && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacement field is temporarily NULLed to prevent
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// potential infinite recursion.
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PClassActor *savedrep = Replacement;
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Replacement = NULL;
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PClassActor *rep = savedrep;
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// Handle skill-based replacement here. It has precedence on DECORATE replacement
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// in that the skill replacement is applied first, followed by DECORATE replacement
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// on the actor indicated by the skill replacement.
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if (lookskill && (skillrepname != NAME_None))
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{
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rep = PClass::FindActor(skillrepname);
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}
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// Now handle DECORATE replacement chain
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// Skill replacements are not recursive, contrarily to DECORATE replacements
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rep = rep->GetReplacement(false);
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// Reset the temporarily NULLed field
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Replacement = savedrep;
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return rep;
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacee
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//
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//==========================================================================
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PClassActor *PClassActor::GetReplacee(bool lookskill)
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{
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FName skillrepname;
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if (lookskill && AllSkills.Size() > (unsigned)gameskill)
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{
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skillrepname = AllSkills[gameskill].GetReplacedBy(TypeName);
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if (skillrepname != NAME_None && PClass::FindClass(skillrepname) == NULL)
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{
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Printf("Warning: incorrect actor name in definition of skill %s: \n"
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"non-existent class %s is replaced by class %s\n"
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"Skill replacement will be ignored for this actor.\n",
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AllSkills[gameskill].Name.GetChars(),
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skillrepname.GetChars(), TypeName.GetChars());
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AllSkills[gameskill].SetReplacedBy(TypeName, NAME_None);
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AllSkills[gameskill].SetReplacement(skillrepname, NAME_None);
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lookskill = false;
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}
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}
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if (Replacee == NULL && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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}
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// The Replacee field is temporarily NULLed to prevent
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// potential infinite recursion.
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PClassActor *savedrep = Replacee;
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Replacee = NULL;
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PClassActor *rep = savedrep;
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if (lookskill && (skillrepname != NAME_None) && (PClass::FindClass(skillrepname) != NULL))
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{
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rep = PClass::FindActor(skillrepname);
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}
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rep = rep->GetReplacee(false);
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Replacee = savedrep;
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return rep;
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}
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//==========================================================================
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//
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// PClassActor :: SetDamageFactor
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//
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//==========================================================================
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void PClassActor::SetDamageFactor(FName type, fixed_t factor)
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{
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if (factor != FRACUNIT)
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{
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if (DamageFactors == NULL)
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{
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DamageFactors = new DmgFactors;
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}
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DamageFactors->Insert(type, factor);
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}
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else if (DamageFactors != NULL)
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{
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DamageFactors->Remove(type);
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}
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}
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//==========================================================================
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//
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// PClassActor :: SetPainChance
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//
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//==========================================================================
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void PClassActor::SetPainChance(FName type, int chance)
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{
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if (chance >= 0)
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{
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if (PainChances == NULL)
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{
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PainChances = new PainChanceList;
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}
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PainChances->Insert(type, MIN(chance, 255));
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}
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else if (PainChances != NULL)
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{
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PainChances->Remove(type);
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FDoomEdMap DoomEdMap;
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FDoomEdMap::FDoomEdEntry *FDoomEdMap::DoomEdHash[DOOMED_HASHSIZE];
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FDoomEdMap::~FDoomEdMap()
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{
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Empty();
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}
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void FDoomEdMap::AddType (int doomednum, PClassActor *type, bool temporary)
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry *entry = DoomEdHash[hash];
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while (entry && entry->DoomEdNum != doomednum)
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{
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entry = entry->HashNext;
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}
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if (entry == NULL)
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{
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entry = new FDoomEdEntry;
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entry->HashNext = DoomEdHash[hash];
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entry->DoomEdNum = doomednum;
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DoomEdHash[hash] = entry;
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}
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else if (!entry->temp)
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{
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Printf (PRINT_BOLD, "Warning: %s and %s both have doomednum %d.\n",
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type->TypeName.GetChars(), entry->Type->TypeName.GetChars(), doomednum);
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}
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entry->temp = temporary;
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entry->Type = type;
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}
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void FDoomEdMap::DelType (int doomednum)
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{
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unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
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FDoomEdEntry **prev = &DoomEdHash[hash];
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FDoomEdEntry *entry = *prev;
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while (entry && entry->DoomEdNum != doomednum)
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{
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prev = &entry->HashNext;
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entry = entry->HashNext;
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}
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if (entry != NULL)
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{
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*prev = entry->HashNext;
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delete entry;
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}
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}
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void FDoomEdMap::Empty ()
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{
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int bucket;
|
|
|
|
for (bucket = 0; bucket < DOOMED_HASHSIZE; ++bucket)
|
|
{
|
|
FDoomEdEntry *probe = DoomEdHash[bucket];
|
|
|
|
while (probe != NULL)
|
|
{
|
|
FDoomEdEntry *next = probe->HashNext;
|
|
delete probe;
|
|
probe = next;
|
|
}
|
|
DoomEdHash[bucket] = NULL;
|
|
}
|
|
}
|
|
|
|
PClassActor *FDoomEdMap::FindType (int doomednum) const
|
|
{
|
|
unsigned int hash = (unsigned int)doomednum % DOOMED_HASHSIZE;
|
|
FDoomEdEntry *entry = DoomEdHash[hash];
|
|
while (entry && entry->DoomEdNum != doomednum)
|
|
entry = entry->HashNext;
|
|
return entry ? entry->Type : NULL;
|
|
}
|
|
|
|
struct EdSorting
|
|
{
|
|
const PClass *Type;
|
|
int DoomEdNum;
|
|
};
|
|
|
|
static int STACK_ARGS sortnums (const void *a, const void *b)
|
|
{
|
|
return ((const EdSorting *)a)->DoomEdNum -
|
|
((const EdSorting *)b)->DoomEdNum;
|
|
}
|
|
|
|
void FDoomEdMap::DumpMapThings ()
|
|
{
|
|
TArray<EdSorting> infos (PClass::m_Types.Size());
|
|
int i;
|
|
|
|
for (i = 0; i < DOOMED_HASHSIZE; ++i)
|
|
{
|
|
FDoomEdEntry *probe = DoomEdHash[i];
|
|
|
|
while (probe != NULL)
|
|
{
|
|
EdSorting sorting = { probe->Type, probe->DoomEdNum };
|
|
infos.Push (sorting);
|
|
probe = probe->HashNext;
|
|
}
|
|
}
|
|
|
|
if (infos.Size () == 0)
|
|
{
|
|
Printf ("No map things registered\n");
|
|
}
|
|
else
|
|
{
|
|
qsort (&infos[0], infos.Size (), sizeof(EdSorting), sortnums);
|
|
|
|
for (i = 0; i < (int)infos.Size (); ++i)
|
|
{
|
|
Printf ("%6d %s\n",
|
|
infos[i].DoomEdNum, infos[i].Type->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
CCMD (dumpmapthings)
|
|
{
|
|
FDoomEdMap::DumpMapThings ();
|
|
}
|
|
|
|
bool CheckCheatmode ();
|
|
|
|
static void SummonActor (int command, int command2, FCommandLine argv)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
const PClass *type = PClass::FindClass (argv[1]);
|
|
if (type == NULL)
|
|
{
|
|
Printf ("Unknown class '%s'\n", argv[1]);
|
|
return;
|
|
}
|
|
Net_WriteByte (argv.argc() > 2 ? command2 : command);
|
|
Net_WriteString (type->TypeName.GetChars());
|
|
|
|
if (argv.argc () > 2) {
|
|
Net_WriteWord (atoi (argv[2])); // angle
|
|
if (argv.argc () > 3) Net_WriteWord (atoi (argv[3])); // TID
|
|
else Net_WriteWord (0);
|
|
if (argv.argc () > 4) Net_WriteByte (atoi (argv[4])); // special
|
|
else Net_WriteByte (0);
|
|
for(int i = 5; i < 10; i++) { // args[5]
|
|
if(i < argv.argc()) Net_WriteLong (atoi (argv[i]));
|
|
else Net_WriteLong (0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CCMD (summon)
|
|
{
|
|
SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
|
|
}
|
|
|
|
CCMD (summonfriend)
|
|
{
|
|
SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
|
|
}
|
|
|
|
CCMD (summonmbf)
|
|
{
|
|
SummonActor (DEM_SUMMONMBF, DEM_SUMMONFRIEND2, argv);
|
|
}
|
|
|
|
CCMD (summonfoe)
|
|
{
|
|
SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
|
|
}
|