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- GetActorProperty now works with the string properties that were formerly restricted to
CheckActorProperty. SVN r4307 (trunk)
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1 changed files with 10 additions and 1 deletions
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@ -3768,6 +3768,14 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_ReactionTime:return actor->reactiontime;
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case APROP_MeleeRange: return actor->meleerange;
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case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound);
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case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound);
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case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound);
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case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound);
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case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound);
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case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies());
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case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag());
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default: return 0;
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}
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}
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@ -3825,7 +3833,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Dormant:
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return (GetActorProperty(tid, property) == (!!value));
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// Strings are not covered by GetActorProperty, so make the check here
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// Strings are covered by GetActorProperty, but they're fairly
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// heavy-duty, so make the check here.
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case APROP_SeeSound: string = actor->SeeSound; break;
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case APROP_AttackSound: string = actor->AttackSound; break;
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case APROP_PainSound: string = actor->PainSound; break;
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