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- added gravity property to UDMF things. Positive values are multiplied with the class's gravity property, negative values are used as their absolute.
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6 changed files with 16 additions and 0 deletions
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@ -204,6 +204,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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// Parameter is the conversation ID, 0 meaning none.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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arg0str = <string>; // Alternate string-based version of arg0
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arg0str = <string>; // Alternate string-based version of arg0
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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* Note about arg0str
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* Note about arg0str
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@ -342,6 +342,7 @@ struct FMapThing
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int special;
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int special;
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int args[5];
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int args[5];
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int Conversation;
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int Conversation;
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fixed_t gravity;
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void Serialize (FArchive &);
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void Serialize (FArchive &);
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};
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};
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@ -698,6 +698,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
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mapthings[count].SkillFilter = 0xffff;
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mapthings[count].SkillFilter = 0xffff;
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mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
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mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
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mapthings[count].special = 0;
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mapthings[count].special = 0;
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mapthings[count].gravity = FRACUNIT;
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if (xsprites != NULL && sprites[i].lotag == 710)
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if (xsprites != NULL && sprites[i].lotag == 710)
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{ // Blood ambient sound
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{ // Blood ambient sound
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@ -4712,6 +4712,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->SpawnPoint[2] = mthing->z;
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mobj->SpawnPoint[2] = mthing->z;
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnFlags = mthing->flags;
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mobj->SpawnFlags = mthing->flags;
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if (mthing->gravity < 0) mobj->gravity = -mthing->gravity;
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else if (mthing->gravity > 0) mobj->gravity = FixedMul(mobj->gravity, mthing->gravity);
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else mobj->flags &= ~MF_NOGRAVITY;
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (!(mobj->flags2 & MF2_ARGSDEFINED))
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if (!(mobj->flags2 & MF2_ARGSDEFINED))
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@ -1750,6 +1750,7 @@ void P_LoadThings (MapData * map)
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memset (&mti[i], 0, sizeof(mti[i]));
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memset (&mti[i], 0, sizeof(mti[i]));
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mti[i].gravity = FRACUNIT;
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mti[i].Conversation = 0;
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mti[i].Conversation = 0;
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mti[i].SkillFilter = MakeSkill(flags);
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mti[i].SkillFilter = MakeSkill(flags);
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mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
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mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
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@ -1825,6 +1826,7 @@ void P_LoadThings2 (MapData * map)
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mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
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mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
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mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
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mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
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mti[i].Conversation = 0;
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mti[i].Conversation = 0;
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mti[i].gravity = FRACUNIT;
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}
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}
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delete[] mtp;
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delete[] mtp;
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}
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}
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@ -475,6 +475,7 @@ public:
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FString arg0str, arg1str;
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FString arg0str, arg1str;
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memset(th, 0, sizeof(*th));
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memset(th, 0, sizeof(*th));
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th->gravity = FRACUNIT;
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sc.MustGetToken('{');
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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while (!sc.CheckToken('}'))
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{
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{
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@ -515,6 +516,11 @@ public:
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th->special = CheckInt(key);
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th->special = CheckInt(key);
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break;
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break;
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case NAME_Gravity:
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CHECK_N(Zd | Zdt)
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th->gravity = CheckFixed(key);
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break;
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case NAME_Arg0:
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case NAME_Arg0:
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case NAME_Arg1:
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case NAME_Arg1:
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case NAME_Arg2:
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case NAME_Arg2:
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