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- Properly transfer powerups between morphed and unmorphed actors by calling EndEffect() on the
powerups before they transfer ownership, then calling InitEffect() on them after they transfer ownership. SVN r4162 (trunk)
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parent
81785124c5
commit
1c9396cd6c
2 changed files with 50 additions and 3 deletions
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@ -30,6 +30,9 @@ protected:
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virtual void InitEffect ();
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virtual void InitEffect ();
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virtual void DoEffect ();
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virtual void DoEffect ();
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virtual void EndEffect ();
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virtual void EndEffect ();
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friend void EndAllPowerupEffects(AInventory *item);
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friend void InitAllPowerupEffects(AInventory *item);
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};
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};
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// An artifact is an item that gives the player a powerup when activated.
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// An artifact is an item that gives the player a powerup when activated.
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@ -74,6 +74,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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}
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}
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morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE));
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morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE));
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EndAllPowerupEffects(actor->Inventory);
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DObject::StaticPointerSubstitution (actor, morphed);
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DObject::StaticPointerSubstitution (actor, morphed);
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if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
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if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
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{
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{
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@ -144,6 +145,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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}
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}
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item = next;
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item = next;
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}
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}
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InitAllPowerupEffects(morphed->Inventory);
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morphed->ActivateMorphWeapon ();
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morphed->ActivateMorphWeapon ();
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if (p->camera == actor)
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if (p->camera == actor)
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{
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{
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@ -201,10 +203,8 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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}
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pmo->player = NULL;
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pmo->player = NULL;
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mo->ObtainInventory (pmo);
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DObject::StaticPointerSubstitution (pmo, mo);
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// Remove the morph power if the morph is being undone prematurely.
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// Remove the morph power if the morph is being undone prematurely.
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for (AInventory *item = mo->Inventory, *next = NULL; item != NULL; item = next)
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for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next)
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{
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{
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next = item->Inventory;
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next = item->Inventory;
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if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
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if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
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@ -213,6 +213,9 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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item->Destroy();
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item->Destroy();
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}
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}
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}
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}
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EndAllPowerupEffects(pmo->Inventory);
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mo->ObtainInventory (pmo);
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DObject::StaticPointerSubstitution (pmo, mo);
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if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
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if ((pmo->tid != 0) && (player->MorphStyle & MORPH_NEWTIDBEHAVIOUR))
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{
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{
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mo->tid = pmo->tid;
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mo->tid = pmo->tid;
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@ -235,6 +238,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
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mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
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mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
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mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
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mo->Score = pmo->Score;
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mo->Score = pmo->Score;
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InitAllPowerupEffects(mo->Inventory);
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const PClass *exit_flash = player->MorphExitFlash;
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const PClass *exit_flash = player->MorphExitFlash;
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bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
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bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
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@ -538,6 +542,46 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor
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return false;
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return false;
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}
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}
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//===========================================================================
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//
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// EndAllPowerupEffects
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//
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// Calls EndEffect() on every Powerup in the inventory list.
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//
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//===========================================================================
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void EndAllPowerupEffects(AInventory *item)
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{
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while (item != NULL)
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{
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if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
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{
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static_cast<APowerup *>(item)->EndEffect();
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}
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item = item->Inventory;
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}
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}
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//===========================================================================
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//
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// InitAllPowerupEffects
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//
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// Calls InitEffect() on every Powerup in the inventory list.
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//
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//===========================================================================
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void InitAllPowerupEffects(AInventory *item)
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{
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while (item != NULL)
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{
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if (item->IsKindOf(RUNTIME_CLASS(APowerup)))
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{
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static_cast<APowerup *>(item)->InitEffect();
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}
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item = item->Inventory;
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}
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}
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// Base class for morphing projectiles --------------------------------------
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// Base class for morphing projectiles --------------------------------------
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IMPLEMENT_CLASS(AMorphProjectile)
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IMPLEMENT_CLASS(AMorphProjectile)
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