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Game configurations, Strife: added sprites and proper heights to all strife things.
Game configurations, Strife, Doom map format: several thing flags were named incorrectly. Game configurations, Strife, Doom map format: several linedef flags were listed as "Unknown". Edit Selection mode: 15-degree rotation steps require more precision...
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7 changed files with 1085 additions and 224 deletions
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@ -25,6 +25,7 @@ include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to Doom map format
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include("Includes\\ZDoom_common.cfg", "mapformat_doom");
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include("Includes\\Strife_misc.cfg", "mapformat_doom");
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// Settings common to Strife games
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include("Includes\\Game_Strife.cfg");
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@ -14,13 +14,7 @@
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// Door making
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makedoortrack = "DORTRK01";
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// Default thing filters
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// (these are not required, just useful for new users)
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/*thingsfilters
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{
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include("Strife_misc.cfg", "thingsfilters");
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}*/
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makedoordoor = "DORML01";
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// Default texture sets
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// (these are not required, but useful for new users)
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@ -10,72 +10,72 @@ skills
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5 = "Bloodbath";
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}
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linedefflags
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//mxd. These settings are valid only in native strife map format
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mapformat_doom
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{
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512 = "Unknown (512)";
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1024 = "Unknown (1024)";
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2048 = "Unknown (2048)";
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4096 = "Translucent";
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linedefflags
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{
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512 = "Jump over railing";
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1024 = "Block floating monsters";
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2048 = "Translucent (75% opacity)";
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4096 = "Translucent (25% opacity)";
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}
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linedefflagstranslation
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{
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512 = "jumpover";
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1024 = "blockfloating";
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2048 = "translucent";
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4096 = "transparent";
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}
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thingflags
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{
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1 = "Easy";
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2 = "Medium";
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4 = "Hard";
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8 = "Standing";
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16 = "Multiplayer only";
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32 = "Ambush";
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64 = "Ally";
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256 = "Translucent (25%)";
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512 = "Invisible";
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}
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// Thing flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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thingflagstranslation
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{
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1 = "skill1,skill2";
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2 = "skill3";
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4 = "skill4,skill5";
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8 = "standing";
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16 = "!single";
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32 = "ambush";
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64 = "strifeally";
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256 = "translucent";
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512 = "invisible";
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}
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// Mask for the thing flags which indicates the options
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// that make the same thing appear in the same modes
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thingflagsmasks
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{
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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 0;
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}
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// Default flags for first new thing
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defaultthingflags
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{
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1;
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2;
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4;
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}
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}
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linedefflagstranslation
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{
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// TODO: Add 512, 1024 and 2048 when known
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4096 = "translucent";
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}
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thingflags
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{
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1 = "Easy";
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2 = "Medium";
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4 = "Hard";
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8 = "Standing";
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16 = "Multiplayer";
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32 = "Unknown (32)";
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64 = "Ally";
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128 = "Unknown (128)";
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256 = "Translucent";
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512 = "Modify visibility";
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}
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// Thing flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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thingflagstranslation
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{
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1 = "skill1,skill2";
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2 = "skill3";
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4 = "skill4,skill5";
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8 = "standing";
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16 = "!single";
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64 = "strifeally";
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256 = "translucent";
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512 = "invisible";
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}
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// Mask for the thing flags which indicates the options
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// that make the same thing appear in the same modes
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thingflagsmasks
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{
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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 0;
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}
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// Default flags for first new thing
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defaultthingflags
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{
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1;
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2;
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4;
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}
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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File diff suppressed because it is too large
Load diff
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@ -25,6 +25,7 @@ include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to Doom map format
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include("Includes\\ZDoom_common.cfg", "mapformat_doom");
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include("Includes\\Strife_misc.cfg", "mapformat_doom");
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// Settings common to Strife games
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include("Includes\\Game_Strife.cfg");
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@ -25,6 +25,7 @@ include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to Doom map format
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include("Includes\\ZDoom_common.cfg", "mapformat_doom");
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include("Includes\\Strife_misc.cfg", "mapformat_doom");
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// Settings common to Strife games
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include("Includes\\Game_Strife.cfg");
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@ -549,7 +549,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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for(int i = 0; i < 24; i++)
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{
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// Make the vectors
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float angle = i * Angle2D.PI * 0.08333f; //mxd. 15-degree increments
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float angle = i * Angle2D.PI * 0.08333333333f; //mxd. 15-degree increments
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Vector2D gridvec = Vector2D.FromAngle(angle);
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// Check distance
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