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Merge branch 'next' into gravityflipping
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commit
9da90cef8e
6 changed files with 41 additions and 6 deletions
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@ -245,7 +245,8 @@ typedef enum
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CR_MINECART,
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CR_ROLLOUT,
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CR_PTERABYTE,
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CR_DUSTDEVIL
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CR_DUSTDEVIL,
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CR_FAN
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} carrytype_t; // pw_carry
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// Player powers. (don't edit this comment)
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@ -5119,6 +5119,7 @@ struct int_const_s const INT_CONST[] = {
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{"CR_ROLLOUT",CR_ROLLOUT},
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{"CR_PTERABYTE",CR_PTERABYTE},
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{"CR_DUSTDEVIL",CR_DUSTDEVIL},
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{"CR_FAN",CR_FAN},
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// Ring weapons (ringweapons_t)
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// Useful for A_GiveWeapon
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@ -505,11 +505,12 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
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if (flipval*object->momz > FixedMul(speed, spring->scale))
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object->momz = flipval*FixedMul(speed, spring->scale);
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if (p && !p->powers[pw_tailsfly]) // doesn't reset anim for Tails' flight
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if (p && !p->powers[pw_tailsfly] && !p->powers[pw_carry]) // doesn't reset anim for Tails' flight
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{
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P_ResetPlayer(p);
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if (p->panim != PA_FALL)
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P_SetPlayerMobjState(object, S_PLAY_FALL);
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P_SetPlayerMobjState(object, S_PLAY_FALL);
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P_SetTarget(&object->tracer, spring);
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p->powers[pw_carry] = CR_FAN;
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}
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break;
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case MT_STEAM: // Steam
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@ -4978,9 +4978,13 @@ static void P_EvaluateSpecialFlags(player_t *player, sector_t *sector, sector_t
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if (player->mo->momz > mobjinfo[MT_FAN].mass)
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player->mo->momz = mobjinfo[MT_FAN].mass;
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P_ResetPlayer(player);
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if (player->panim != PA_FALL)
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if (!player->powers[pw_carry])
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{
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P_ResetPlayer(player);
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P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
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P_SetTarget(&player->mo->tracer, player->mo);
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player->powers[pw_carry] = CR_FAN;
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}
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}
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if (sector->specialflags & SSF_SUPERTRANSFORM)
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{
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23
src/p_user.c
23
src/p_user.c
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@ -12633,6 +12633,29 @@ void P_PlayerAfterThink(player_t *player)
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break;
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}
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case CR_FAN:
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{
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fixed_t zdist;
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mobj_t *mo = player->mo, *fan = player->mo->tracer;
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if (!(player->pflags & PF_JUMPSTASIS))
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player->pflags |= PF_JUMPSTASIS;
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if (fan->eflags & MFE_VERTICALFLIP)
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zdist = (mo->z + mo->height) - (fan->z + fan->height);
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else
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zdist = mo->z - fan->z;
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if ((fan->type != MT_FAN && !P_PlayerTouchingSectorSpecialFlag(player, SSF_FAN))
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|| (fan->type == MT_FAN && (abs(mo->x - fan->x) > fan->radius || abs(mo->y - fan->y) > fan->radius || zdist > (fan->health << FRACBITS))))
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{
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P_SetTarget(&player->mo->tracer, NULL);
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player->pflags &= ~PF_JUMPSTASIS;
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player->powers[pw_carry] = CR_NONE;
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break;
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}
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break;
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}
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case CR_ROLLOUT:
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{
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mobj_t *mo = player->mo, *rock = player->mo->tracer;
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@ -1633,6 +1633,11 @@ static SDL_bool Impl_CreateWindow(SDL_bool fullscreen)
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#ifdef HWRENDER
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if (vid.glstate == VID_GL_LIBRARY_LOADED)
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flags |= SDL_WINDOW_OPENGL;
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// Without a 24-bit depth buffer many visuals are ruined by z-fighting.
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// Some GPU drivers may give us a 16-bit depth buffer since the
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// default value for SDL_GL_DEPTH_SIZE is 16.
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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#endif
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// Create a window
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