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- added two new flags for later use.
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parent
f43dc9d925
commit
dbb7965550
7 changed files with 8 additions and 4 deletions
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@ -457,7 +457,7 @@ void Display()
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DrawOverlays();
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if (drawtile >= 0)
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{
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DrawTexture(twod, tileGetTexture(drawtile), false, 0, 0, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TopLeft, true, TAG_DONE);
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DrawTexture(twod, tileGetTexture(drawtile), false, 0, 0, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TopLeft, true, DTA_ScaleX, 2., DTA_ScaleY, 2., TAG_DONE);
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}
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}
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else
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@ -367,6 +367,8 @@ enum sflags2_t
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SFLAG2_DIENOW = 0x00002000,
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SFLAG2_TRANFERPALTOJIBS = 0x00004000,
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SFLAG2_NORADIUSPUSH = 0x00008000,
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SFLAG2_FREEZEDAMAGE = 0x00010000,
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SFLAG2_REFLECTIVE = 0x00020000,
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};
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using EDukeFlags2 = TFlags<sflags2_t, uint32_t>;
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@ -122,6 +122,7 @@ void initactorflags_d()
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setflag(SFLAG2_DIENOW, { RADIUSEXPLOSION, KNEE });
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setflag(SFLAG2_TRANFERPALTOJIBS, { LIZTROOP });
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setflag(SFLAG2_NORADIUSPUSH, { TANK, ROTATEGUN, RECON });
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setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { FREEZEBLAST });
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if (isWorldTour())
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{
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@ -179,6 +179,7 @@ void initactorflags_r()
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setflag(SFLAG2_ALWAYSROTATE1, { RAT, CAMERA1 });
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setflag(SFLAG2_DIENOW, { RADIUSEXPLOSION });
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setflag(SFLAG2_NORADIUSPUSH, { HULK });
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setflag(SFLAG2_FREEZEDAMAGE | SFLAG2_REFLECTIVE, { FREEZEBLAST });
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// Animals were not supposed to have this, but due to a coding bug the logic was unconditional for everything in the game.
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@ -599,7 +599,7 @@ x(FORCESPHERE, 1759)
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x(SHOTSPARK1, 1764)
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x(RPG, 1774)
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x(RPG2, 1781)
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y(RRTILE1790, 1790)
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x(BOATGRENADE, 1790)
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y(RRTILE1792, 1792)
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y(RRTILE1801, 1801)
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y(RRTILE1805, 1805)
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@ -727,7 +727,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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if (!spawned) return;
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spawned->spr.extra += (krand() & 7);
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if (atwith != FREEZEBLAST)
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if (!(actorflag(spawned, SFLAG2_REFLECTIVE)))
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spawned->temp_actor = aimed;
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else
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{
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@ -657,7 +657,7 @@ static void shootrpg(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int atw
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}
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spawned->spr.extra += (krand() & 7);
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if (atwith != FREEZEBLAST)
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if (!(actorflag(spawned, SFLAG2_REFLECTIVE)))
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spawned->temp_actor = aimed;
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else
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{
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