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- Added Gez's CheckActorProperty submission.
SVN r1709 (trunk)
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635d71e660
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3 changed files with 61 additions and 1 deletions
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@ -1,4 +1,7 @@
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July 4, 2009 (Changes by Graf Zahl)
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July 5, 2009 (Changes by Graf Zahl)
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- Added Gez's CheckActorProperty submission.
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July 4, 2009 (Changes by Graf Zahl)
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- Added code submissions for non-piercing railguns and new skill options.
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- Added code submissions for non-piercing railguns and new skill options.
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July 3, 2009
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July 3, 2009
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@ -2409,6 +2409,7 @@ enum
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APROP_SpawnHealth = 17,
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APROP_SpawnHealth = 17,
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APROP_Dropped = 18,
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APROP_Dropped = 18,
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APROP_Notarget = 19,
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APROP_Notarget = 19,
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APROP_Species = 20,
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};
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};
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// These are needed for ACS's APROP_RenderStyle
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// These are needed for ACS's APROP_RenderStyle
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@ -2557,6 +2558,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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case APROP_ActiveSound:
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case APROP_ActiveSound:
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actor->ActiveSound = FBehavior::StaticLookupString(value);
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actor->ActiveSound = FBehavior::StaticLookupString(value);
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break;
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break;
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case APROP_Species:
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actor->Species = FBehavior::StaticLookupString(value);
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break;
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}
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}
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}
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}
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@ -2625,6 +2630,53 @@ int DLevelScript::GetActorProperty (int tid, int property)
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}
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}
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}
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}
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int DLevelScript::CheckActorProperty (int tid, int property, int value)
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{
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AActor *actor = SingleActorFromTID (tid, activator);
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const char *string = NULL;
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if (actor == NULL)
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{
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return 0;
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}
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switch (property)
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{
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// Default
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default: return 0;
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// Straightforward integer values:
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case APROP_Health:
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case APROP_Speed:
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case APROP_Damage:
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case APROP_Alpha:
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case APROP_RenderStyle:
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case APROP_Gravity:
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case APROP_SpawnHealth:
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case APROP_JumpZ:
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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case APROP_Ambush:
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case APROP_Dropped:
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case APROP_ChaseGoal:
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case APROP_Frightened:
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case APROP_Friendly:
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case APROP_Notarget:
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return (GetActorProperty(tid, property) == (!!value));
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// Strings are not covered by GetActorProperty, so make the check here
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case APROP_SeeSound: string = actor->SeeSound; break;
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case APROP_AttackSound: string = actor->AttackSound; break;
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case APROP_PainSound: string = actor->PainSound; break;
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case APROP_DeathSound: string = actor->DeathSound; break;
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case APROP_ActiveSound: string = actor->ActiveSound; break;
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case APROP_Species: string = actor->GetSpecies(); break;
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}
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if (string == NULL) string = "";
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return (!stricmp(string, FBehavior::StaticLookupString(value)));
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}
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enum
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enum
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{
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{
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// These are the original inputs sent by the player.
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// These are the original inputs sent by the player.
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@ -2804,6 +2856,7 @@ enum EACSFunctions
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ACSF_GetArmorType,
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ACSF_GetArmorType,
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ACSF_SpawnSpotForced,
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ACSF_SpawnSpotForced,
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ACSF_SpawnSpotFacingForced,
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ACSF_SpawnSpotFacingForced,
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ACSF_CheckActorProperty,
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};
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};
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int DLevelScript::SideFromID(int id, int side)
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int DLevelScript::SideFromID(int id, int side)
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@ -2968,6 +3021,9 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_SpawnSpotFacingForced:
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case ACSF_SpawnSpotFacingForced:
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return DoSpawnSpotFacing(args[0], args[1], args[2], true);
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return DoSpawnSpotFacing(args[0], args[1], args[2], true);
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case ACSF_CheckActorProperty:
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return (CheckActorProperty(args[0], args[1], args[2]));
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default:
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default:
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break;
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break;
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}
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}
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@ -725,6 +725,7 @@ protected:
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void SetActorProperty (int tid, int property, int value);
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void SetActorProperty (int tid, int property, int value);
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void DoSetActorProperty (AActor *actor, int property, int value);
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void DoSetActorProperty (AActor *actor, int property, int value);
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int GetActorProperty (int tid, int property);
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int GetActorProperty (int tid, int property);
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int CheckActorProperty (int tid, int property, int value);
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int GetPlayerInput (int playernum, int inputnum);
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int GetPlayerInput (int playernum, int inputnum);
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int LineFromID(int id);
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int LineFromID(int id);
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