mirror of
https://github.com/ZDoom/gzdoom-gles.git
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- Added and fixed Boss death submission for random spawner.
- Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Added a traditional Strife color set for the automap. SVN r1183 (trunk)
This commit is contained in:
parent
0e5587812e
commit
3638c658d6
7 changed files with 193 additions and 82 deletions
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@ -1,3 +1,16 @@
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August 22, 2008 (Changes by Graf Zahl)
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- Added and fixed Boss death submission for random spawner.
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- Added functions to FActorInfo that can set the damage factors and
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pain chances to reduce the chance of new errors when working with
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these features.
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- Fixed: The handling of the deprecated FIRERESIST flag didn't work.
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There were 3 problems:
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* Actor defaults have no class information so HandleDeprecatedFlags
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needs to be passed a pointer to the ActorInfo.
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* The DamageFactors list is only created when needed so the code needs to
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check if it already exists.
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* damage factors are stored as fixed_t but this set a float.
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August 22, 2008
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- Fixed: Timidity::Renderer::reset_voices() must completely zero the
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voices. Because this wasn't done, note_on() could try to access
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@ -5,6 +18,9 @@ August 22, 2008
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random memory. There may be other places where it's a problem, but
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this is where I noticed it, by chance.
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August 21, 2008 (Changes by Graf Zahl)
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- Added a traditional Strife color set for the automap.
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August 21, 2008 (Changes by Graf Zahl)
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- Fixed: The conversion of the strings in wbstartstruct_t to FStrings
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caused crashes when reloading the hub data.
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@ -91,6 +91,15 @@ static BYTE DoomPaletteVals[11*3] =
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0x80,0x80,0x80, 0x6c,0x6c,0x6c
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};
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static AMColor StrifeColors[11];
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static BYTE StrifePaletteVals[11*3] =
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{
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0x00,0x00,0x00, 239, 239, 0, 0x10,0x10,0x10,
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199, 195, 195, 119, 115, 115, 55, 59, 91,
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119, 115, 115, 0xfc,0x00,0x00, 0x4c,0x4c,0x4c,
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0x80,0x80,0x80, 0x6c,0x6c,0x6c
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};
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#define MAPBITS 12
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#define MapDiv SafeDivScale12
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#define MapMul MulScale12
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@ -122,7 +131,7 @@ CVAR (Bool, am_showmonsters, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showitems, false, CVAR_ARCHIVE);
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CVAR (Bool, am_showtime, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
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CVAR (Bool, am_usecustomcolors, true, CVAR_ARCHIVE);
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CVAR (Int, am_colorset, 0, CVAR_ARCHIVE);
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CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
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CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
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@ -648,6 +657,7 @@ static void AM_initColors (bool overlayed)
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for (i = j = 0; i < 11; i++, j += 3)
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{
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DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
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StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
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}
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}
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@ -667,7 +677,9 @@ static void AM_initColors (bool overlayed)
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InterTeleportColor.FromCVar (am_ovtelecolor);
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IntraTeleportColor = InterTeleportColor;
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}
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else if (am_usecustomcolors)
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else switch(am_colorset)
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{
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default:
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{
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/* Use the custom colors in the am_* cvars */
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Background.FromCVar (am_backcolor);
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@ -703,9 +715,11 @@ static void AM_initColors (bool overlayed)
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b += 32;
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AlmostBackground.FromRGB(r, g, b);
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break;
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}
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else
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{ // Use colors corresponding to the original Doom's
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case 1: // Doom
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// Use colors corresponding to the original Doom's
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Background = DoomColors[0];
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YourColor = DoomColors[1];
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AlmostBackground = DoomColors[2];
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GridColor = DoomColors[8];
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XHairColor = DoomColors[9];
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NotSeenColor = DoomColors[10];
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break;
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case 2: // Strife
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// Use colors corresponding to the original Strife's
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Background = StrifeColors[0];
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YourColor = StrifeColors[1];
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AlmostBackground = DoomColors[2];
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SecretSectorColor =
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SecretWallColor =
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WallColor = StrifeColors[3];
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TSWallColor = StrifeColors[4];
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FDWallColor = StrifeColors[5];
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LockedColor =
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CDWallColor = StrifeColors[6];
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ThingColor_Item =
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ThingColor_Friend =
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ThingColor_Monster =
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ThingColor = StrifeColors[7];
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GridColor = StrifeColors[8];
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XHairColor = StrifeColors[9];
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NotSeenColor = StrifeColors[10];
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break;
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}
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lastpal = palette;
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@ -1348,7 +1384,7 @@ void AM_drawWalls (bool allmap)
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lines[i].special == Teleport_ZombieChanger ||
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lines[i].special == Teleport_Line) &&
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(lines[i].activation & SPAC_PlayerActivate) &&
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am_usecustomcolors)
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am_colorset == 0)
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{ // intra-level teleporters
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AM_drawMline(&l, IntraTeleportColor);
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}
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@ -1356,7 +1392,7 @@ void AM_drawWalls (bool allmap)
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lines[i].special == Teleport_EndGame ||
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lines[i].special == Exit_Normal ||
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lines[i].special == Exit_Secret) &&
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am_usecustomcolors)
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am_colorset == 0)
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{ // inter-level/game-ending teleporters
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AM_drawMline(&l, InterTeleportColor);
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}
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@ -1372,7 +1408,7 @@ void AM_drawWalls (bool allmap)
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Generic_Door && lines[i].args[4]!=0))
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{
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if (am_usecustomcolors)
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if (am_colorset == 0)
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{
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int P_GetMapColorForLock(int lock);
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int lock;
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@ -1,3 +1,8 @@
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/*
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** a_randomspawner.cpp
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** A thing that randomly spawns one item in a list of many, before disappearing.
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*/
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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/*
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- in the decorate definition define multiple drop items
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- use the function GetDropItems to get the first drop item, then iterate over them and count how many dropitems are defined.
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- with M_Random( ) % NUMBEROFDROPITEMS you get a random drop item number (let's call it n)
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- use GetDropItems again to get the first drop item, then iterate to the n-th drop item
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*/
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#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
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static FRandom pr_randomspawn("RandomSpawn");
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class ARandomSpawner : public AActor
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Super::PostBeginPlay();
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drop = di = GetDropItems(RUNTIME_TYPE(this));
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// Always make sure it actually exists.
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if (di != NULL)
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{
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// First, we get the size of the array...
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while (di != NULL)
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{
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if (di->Name != NAME_None)
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}
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}
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// So now we can spawn the dropped item.
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if (pr_randomspawn() <= di->probability) // prob 255 = always spawn, prob 0 = never spawn.
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if (special1 >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
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Spawn("Unknown", x, y, z, NO_REPLACE); // Show that there's a problem.
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else if (pr_randomspawn() <= di->probability) // prob 255 = always spawn, prob 0 = never spawn.
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{
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newmobj = Spawn(di->Name, x, y, z, ALLOW_REPLACE);
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// copy everything relevant
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newmobj->momx = momx;
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newmobj->momy = momy;
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newmobj->momz = momz;
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newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery.
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newmobj->target = target;
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newmobj->tracer = tracer;
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newmobj->CopyFriendliness(this, false);
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// Special1 is used to count how many recursions we're in.
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if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner")))
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newmobj->special1 = ++special1;
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}
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}
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if ((newmobj != NULL) && ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS)))
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this->target = newmobj; // If the spawned actor has either of those flags, it's a boss.
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else Destroy(); // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
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}
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void Tick() // This function is needed for handling boss replacers
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{
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Super::Tick();
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if (target == NULL || target->health <= 0)
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{
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health = 0;
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CALL_ACTION(A_BossDeath, this);
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Destroy();
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}
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}
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};
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IMPLEMENT_CLASS (ARandomSpawner)
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37
src/info.cpp
37
src/info.cpp
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return rep;
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetDamageFactor(FName type, fixed_t factor)
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{
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if (factor != FRACUNIT)
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{
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if (DamageFactors == NULL) DamageFactors=new DmgFactors;
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DamageFactors->Insert(type, factor);
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}
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else
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{
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if (DamageFactors != NULL)
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DamageFactors->Remove(type);
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FActorInfo::SetPainChance(FName type, int chance)
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{
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if (chance >= 0)
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{
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if (PainChances == NULL) PainChances=new PainChanceList;
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PainChances->Insert(type, MIN(chance, 255));
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}
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else
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{
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if (PainChances != NULL)
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PainChances->Remove(type);
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}
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}
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//==========================================================================
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//
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@ -201,6 +201,8 @@ struct FActorInfo
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void BuildDefaults ();
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void ApplyDefaults (BYTE *defaults);
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void RegisterIDs ();
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void SetDamageFactor(FName type, fixed_t factor);
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void SetPainChance(FName type, int chance);
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FState *FindState (FName name) const;
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FState *FindState (int numnames, FName *names, bool exact=false) const;
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@ -101,6 +101,7 @@ EXTERN_CVAR (Bool, cl_run)
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EXTERN_CVAR (Int, crosshair)
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EXTERN_CVAR (Bool, freelook)
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EXTERN_CVAR (Int, sv_smartaim)
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EXTERN_CVAR (Int, am_colorset)
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static void CalcIndent (menu_t *menu);
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EXTERN_CVAR (Int, am_rotate)
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EXTERN_CVAR (Int, am_overlay)
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EXTERN_CVAR (Bool, am_usecustomcolors)
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EXTERN_CVAR (Bool, am_showitems)
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EXTERN_CVAR (Bool, am_showmonsters)
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EXTERN_CVAR (Bool, am_showsecrets)
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EXTERN_CVAR (Bool, am_drawmapback)
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static value_t MapColorTypes[] = {
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{ 1, "Custom" },
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{ 0, "Traditional Doom" }
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{ 0, "Custom" },
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{ 1, "Traditional Doom" },
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{ 2, "Traditional Strife" }
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};
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static value_t SecretTypes[] = {
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};
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static menuitem_t AutomapItems[] = {
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{ discrete, "Map color set", {&am_usecustomcolors}, {2.0}, {0.0}, {0.0}, {MapColorTypes} },
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{ discrete, "Map color set", {&am_colorset}, {3.0}, {0.0}, {0.0}, {MapColorTypes} },
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{ more, "Set custom colors", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t*)StartMapColorsMenu} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ discrete, "Rotate automap", {&am_rotate}, {3.0}, {0.0}, {0.0}, {RotateTypes} },
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@ -413,7 +413,7 @@ static flagdef *FindFlag (const PClass *type, const char *part1, const char *par
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// properties is not recommended
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//
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//===========================================================================
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static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
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static void HandleDeprecatedFlags(AActor *defaults, FActorInfo *info, bool set, int index)
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{
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switch (index)
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{
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@ -436,8 +436,8 @@ static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
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defaults->gravity = set? FRACUNIT/4 : FRACUNIT;
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break;
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case DEPF_FIRERESIST:
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if (set) defaults->GetClass()->ActorInfo->DamageFactors->Insert("Fire", 0.5);
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else defaults->GetClass()->ActorInfo->DamageFactors->Remove("Fire");
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info->SetDamageFactor(NAME_Fire, set? FRACUNIT/2 : FRACUNIT);
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break;
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case DEPF_PICKUPFLASH:
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if (set)
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{
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@ -468,22 +468,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
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const char *dot = strchr (flagname, '.');
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flagdef *fd;
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const PClass *cls = self->GetClass();
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if (dot != NULL)
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{
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FString part1(flagname, dot-flagname);
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fd = FindFlag (self->GetClass(), part1, dot+1);
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fd = FindFlag (cls, part1, dot+1);
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}
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else
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{
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fd = FindFlag (self->GetClass(), flagname, NULL);
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fd = FindFlag (cls, flagname, NULL);
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}
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if (fd != NULL)
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{
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if (fd->structoffset == -1)
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{
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HandleDeprecatedFlags(self, expression, fd->flagbit);
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HandleDeprecatedFlags(self, cls->ActorInfo, expression, fd->flagbit);
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}
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else
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{
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@ -495,7 +496,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
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}
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else
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{
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Printf("Unknown flag '%s' in '%s'\n", flagname, self->GetClass()->TypeName.GetChars());
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Printf("Unknown flag '%s' in '%s'\n", flagname, cls->TypeName.GetChars());
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}
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}
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@ -520,7 +521,7 @@ void ParseActorFlag (FScanner &sc, Baggage &bag, int mod)
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AActor *defaults = (AActor*)bag.Info->Class->Defaults;
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if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
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{
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HandleDeprecatedFlags(defaults, mod=='+', fd->flagbit);
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HandleDeprecatedFlags(defaults, bag.Info, mod=='+', fd->flagbit);
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}
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else
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{
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@ -963,9 +964,7 @@ static void ActorPainChance (FScanner &sc, AActor *defaults, Baggage &bag)
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else painType=sc.String;
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sc.MustGetToken(',');
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sc.MustGetNumber();
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if (bag.Info->PainChances == NULL) bag.Info->PainChances=new PainChanceList;
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(*bag.Info->PainChances)[painType] = (BYTE)sc.Number;
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bag.Info->SetPainChance(painType, sc.Number);
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return;
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}
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defaults->PainChance=sc.Number;
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@ -1636,7 +1635,6 @@ static void ActorDamageType (FScanner &sc, AActor *defaults, Baggage &bag)
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static void ActorDamageFactor (FScanner &sc, AActor *defaults, Baggage &bag)
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{
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sc.MustGetString ();
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if (bag.Info->DamageFactors == NULL) bag.Info->DamageFactors=new DmgFactors;
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FName dmgType;
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if (sc.Compare("Normal")) dmgType = NAME_None;
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@ -1644,7 +1642,7 @@ static void ActorDamageFactor (FScanner &sc, AActor *defaults, Baggage &bag)
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sc.MustGetToken(',');
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sc.MustGetFloat();
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(*bag.Info->DamageFactors)[dmgType]=(fixed_t)(sc.Float*FRACUNIT);
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bag.Info->SetDamageFactor(dmgType, FLOAT2FIXED(sc.Float));
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}
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//==========================================================================
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