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- fixed: In Heretic an active Tome of Power should not freeze a teleporting player.
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
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parent
2ed3cec4db
commit
2d58a28cc3
7 changed files with 41 additions and 3 deletions
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@ -72,7 +72,7 @@ bool APowerupGiver::Use (bool pickup)
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power->Strength = Strength;
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}
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power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME);
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power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME|IF_NOTELEPORTFREEZE);
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if (power->CallTryPickup (Owner))
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{
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return true;
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@ -342,6 +342,18 @@ void APowerup::OwnerDied ()
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Destroy ();
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}
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//===========================================================================
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//
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// AInventory :: GetNoTeleportFreeze
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//
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//===========================================================================
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bool APowerup::GetNoTeleportFreeze ()
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{
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if (ItemFlags & IF_NOTELEPORTFREEZE) return true;
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return Super::GetNoTeleportFreeze();
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}
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// Invulnerability Powerup ---------------------------------------------------
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IMPLEMENT_CLASS (APowerInvulnerable)
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@ -18,6 +18,7 @@ public:
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virtual AInventory *CreateTossable ();
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virtual void Serialize (FArchive &arc);
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virtual void OwnerDied ();
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virtual bool GetNoTeleportFreeze();
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virtual PalEntry GetBlend ();
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virtual bool DrawPowerup (int x, int y);
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@ -850,6 +850,25 @@ fixed_t AInventory::GetSpeedFactor ()
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}
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}
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//===========================================================================
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//
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// AInventory :: GetNoTeleportFreeze
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//
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//===========================================================================
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bool AInventory::GetNoTeleportFreeze ()
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{
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// do not check the flag here because it's only active when used on PowerUps, not on PowerupGivers.
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if (Inventory != NULL)
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{
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return Inventory->GetNoTeleportFreeze();
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}
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else
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{
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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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// AInventory :: AlterWeaponSprite
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@ -137,6 +137,7 @@ enum
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IF_TOSSED = 1<<22, // Was spawned by P_DropItem (i.e. as a monster drop)
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IF_ALWAYSRESPAWN = 1<<23, // Always respawn, regardless of dmflag
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IF_TRANSFER = 1<<24, // All inventory items that the inventory item contains is also transfered to the pickuper
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IF_NOTELEPORTFREEZE = 1<<25, // does not 'freeze' the player right after teleporting.
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};
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@ -201,6 +202,7 @@ public:
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
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virtual fixed_t GetSpeedFactor();
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virtual bool GetNoTeleportFreeze();
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virtual int AlterWeaponSprite (visstyle_t *vis);
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virtual PalEntry GetBlend ();
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@ -211,7 +211,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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if (thing->player && (useFog || !keepOrientation) && bHaltVelocity)
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{
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// Freeze player for about .5 sec
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if (thing->Inventory == NULL || thing->Inventory->GetSpeedFactor() <= FRACUNIT)
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if (thing->Inventory == NULL || !thing->Inventory->GetNoTeleportFreeze())
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thing->reactiontime = 18;
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}
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if (thing->flags & MF_MISSILE)
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@ -331,9 +331,11 @@ static FFlagDef InventoryFlagDefs[] =
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DEFINE_FLAG(IF, TOSSED, AInventory, ItemFlags),
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DEFINE_FLAG(IF, ALWAYSRESPAWN, AInventory, ItemFlags),
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DEFINE_FLAG(IF, TRANSFER, AInventory, ItemFlags),
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DEFINE_FLAG(IF, NOTELEPORTFREEZE, AInventory, ItemFlags),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH),
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DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),};
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DEFINE_DEPRECATED_FLAG(INTERHUBSTRIP),
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};
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static FFlagDef WeaponFlagDefs[] =
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{
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@ -225,6 +225,7 @@ ACTOR PowerWeaponLevel2 : Powerup native
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{
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Powerup.Duration -40
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Inventory.Icon "SPINBK0"
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+INVENTORY.NOTELEPORTFREEZE
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}
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ACTOR PowerSpeed : Powerup native
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@ -232,6 +233,7 @@ ACTOR PowerSpeed : Powerup native
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Powerup.Duration -45
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Speed 1.5
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Inventory.Icon "SPBOOT0"
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+INVENTORY.NOTELEPORTFREEZE
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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