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- Dehacked fix discovered by entryway: Dehacked only changes the blue armor's
armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) SVN r1026 (trunk)
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3 changed files with 18 additions and 3 deletions
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@ -1,3 +1,11 @@
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June 9, 2008
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- Dehacked fix discovered by entryway: Dehacked only changes the blue armor's
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armortype. It does not touch the armor given by the megasphere.
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- Changed forcewater handling so that only control sectors created by one-
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sided lines become swimmable, since there's a good chance that a two-sided
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line is creating the control sector out of a normal, accessible portion of
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the map. (See e.g. linedef 29242 of zdoomcmp1.)
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June 7, 2008
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June 7, 2008
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- Added self-modifying code notifications for Valgrind.
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- Added self-modifying code notifications for Valgrind.
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Build with make VALGRIND=1 to turn them on.
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Build with make VALGRIND=1 to turn them on.
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@ -972,7 +972,7 @@ void P_SpawnSpecials (void)
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// killough 3/7/98:
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// killough 3/7/98:
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// support for drawn heights coming from different sector
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// support for drawn heights coming from different sector
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case Transfer_Heights:
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case Transfer_Heights:
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sec = sides[*lines[i].sidenum].sector;
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sec = sides[lines[i].sidenum[0]].sector;
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if (lines[i].args[1] & 2)
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if (lines[i].args[1] & 2)
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{
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{
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sec->MoreFlags |= SECF_FAKEFLOORONLY;
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sec->MoreFlags |= SECF_FAKEFLOORONLY;
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@ -985,7 +985,7 @@ void P_SpawnSpecials (void)
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{
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{
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sec->MoreFlags |= SECF_UNDERWATER;
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sec->MoreFlags |= SECF_UNDERWATER;
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}
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}
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else if (forcewater)
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else if (forcewater && lines[i].sidenum[1] == NO_SIDE)
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{
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{
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sec->MoreFlags |= SECF_FORCEDUNDERWATER;
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sec->MoreFlags |= SECF_FORCEDUNDERWATER;
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}
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}
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@ -51,6 +51,13 @@ ACTOR MegasphereHealth : Health // for manipulation by Dehacked
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.ALWAYSPICKUP
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}
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}
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// DeHackEd can only modify the blue armor's type, not the megasphere's.
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actor BlueArmorForMegasphere : BlueArmor
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{
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Armor.SavePercent 50
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Armor.SaveAmount 200
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}
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ACTOR Megasphere : CustomInventory 83
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ACTOR Megasphere : CustomInventory 83
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{
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{
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Game Doom
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Game Doom
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@ -65,7 +72,7 @@ ACTOR Megasphere : CustomInventory 83
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MEGA ABCD 6 BRIGHT
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MEGA ABCD 6 BRIGHT
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Loop
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Loop
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Pickup:
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Pickup:
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TNT1 A 0 A_GiveInventory("BlueArmor", 1)
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TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
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TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
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TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
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Stop
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Stop
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}
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}
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