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[r3596] by utunnels

Add candamage, hostile and projectilehit to getentityproperty.
Allow interger value for the three in changeentityproperty, by having the highest bit set. This makes property copying easier.

For example, changeentityproperty(self, "hostile", openborconstant("TYPE_ENEMY")+openborconstant("TYPE_NPC")+0x80000000);

2011-11-19 15:23:28 Tree
[r3595] by utunnels

Fix gep edelay, used to use a wrong varlist index.

2011-11-19 10:14:10 Tree
[r3594] by utunnels

Change debug_time and time back to what they were since there're conflicts in DC adn PSP header files.

2011-11-15 12:27:04 Tree
[r3593] by utunnels

Merge putsprite lines in screen_printf.

2011-11-15 07:34:31 Tree
[r3592] by utunnels

Fix screenshot message stay bug.

2011-11-15 04:00:30 Tree
[r3591] by utunnels

Force all player characters to be selectable when load a saved game.
This is a temporary fix until allowselect list can be saved.

2011-11-13 13:52:34 Tree
[r3590] by utunnels

Reverse changes in 3587, because currently there's not a good way to change animation and frame in one step.

2011-11-13 12:58:37 Tree
[r3589] by utunnels

Minor, clean up spawn script load function a bit.

2011-11-13 08:41:45 Tree
[r3588] by utunnels

- Add vulnerable to entity property.
getentityproperty(ent, "vulnerable", anim, frame), the last two are optional.

- Fix bbox property return values, should be empty when the frame is not vulnerable and fail if parameter count doesn't match.

2011-11-13 07:19:41 Tree
[r3587] by utunnels

Fix nested call problem for script engine (when an interepreter calls a function like updateframe, in which case the animation script is reseted before complete).
This fix may cause bugs for old mods, so keep an eye on that to see if a backward compatible flag is required.

2011-11-13 02:50:41 Tree
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