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- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use: * Bounce * Bounce.Floor * Bounce.Ceiling * Bounce.Wall * Bounce.Actor * Bounce.Actor.Creature Partial matches work just like Pain states, so if an actor bounces off a floor and you don't have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state. Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will not cause it to change state. SVN r4250 (trunk)
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@ -414,6 +414,7 @@ enum EBounceFlags
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// for them that are not present in ZDoom, so it is necessary to identify it properly.
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BOUNCE_MBF = 1<<12, // This in itself is not a valid mode, but replaces MBF's MF_BOUNCE flag.
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BOUNCE_AutoOffFloorOnly = 1<<13, // like BOUNCE_AutoOff, but only on floors
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BOUNCE_UseBounceState = 1<<14, // Use Bounce[.*] states
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BOUNCE_TypeMask = BOUNCE_Walls | BOUNCE_Floors | BOUNCE_Ceilings | BOUNCE_Actors | BOUNCE_AutoOff | BOUNCE_HereticType | BOUNCE_MBF,
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@ -1006,6 +1007,11 @@ public:
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return GetClass()->ActorInfo->FindState(2, names, exact);
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}
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FState *FindState(int numnames, FName *names, bool exact = false) const
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{
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return GetClass()->ActorInfo->FindState(numnames, names, exact);
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}
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bool HasSpecialDeathStates () const;
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};
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@ -181,6 +181,13 @@ xx(Idle)
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xx(GenericFreezeDeath)
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xx(GenericCrush)
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// Bounce state names
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xx(Bounce)
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xx(Wall)
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xx(Floor)
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xx(Ceiling)
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xx(Creature)
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// Compatible death names for the decorate parser.
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xx(XDeath)
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xx(Burn)
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@ -2869,6 +2869,14 @@ bool FSlide::BounceWall (AActor *mo)
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}
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mo->velx = FixedMul(movelen, finecosine[deltaangle]);
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mo->vely = FixedMul(movelen, finesine[deltaangle]);
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if (mo->BounceFlags & BOUNCE_UseBounceState)
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{
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FState *bouncestate = mo->FindState(NAME_Bounce, NAME_Wall);
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if (bouncestate != NULL)
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{
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mo->SetState(bouncestate);
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}
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}
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return true;
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}
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@ -2906,6 +2914,22 @@ bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop)
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mo->velx = FixedMul (speed, finecosine[angle]);
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mo->vely = FixedMul (speed, finesine[angle]);
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mo->PlayBounceSound(true);
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if (mo->BounceFlags & BOUNCE_UseBounceState)
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{
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FName names[] = { NAME_Bounce, NAME_Actor, NAME_Creature };
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FState *bouncestate;
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int count = 2;
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if ((BlockingMobj->flags & MF_SHOOTABLE) && !(BlockingMobj->flags & MF_NOBLOOD))
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{
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count = 3;
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}
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bouncestate = mo->FindState(count, names);
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if (bouncestate != NULL)
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{
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mo->SetState(bouncestate);
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}
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}
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}
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else
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{
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@ -1383,6 +1383,22 @@ bool AActor::FloorBounceMissile (secplane_t &plane)
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}
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PlayBounceSound(true);
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// Set bounce state
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if (BounceFlags & BOUNCE_UseBounceState)
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{
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FName names[2];
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FState *bouncestate;
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names[0] = NAME_Bounce;
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names[1] = plane.c < 0 ? NAME_Ceiling : NAME_Floor;
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bouncestate = FindState(2, names);
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if (bouncestate != NULL)
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{
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SetState(bouncestate);
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}
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}
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if (BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
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{
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if (abs(velz) < (fixed_t)(Mass * GetGravity() / 64))
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@ -255,6 +255,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG2(BOUNCE_ExplodeOnWater, EXPLODEONWATER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_MBF, MBFBOUNCER, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_AutoOffFloorOnly, BOUNCEAUTOOFFFLOORONLY, AActor, BounceFlags),
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DEFINE_FLAG2(BOUNCE_UseBounceState, USEBOUNCESTATE, AActor, BounceFlags),
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// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE),
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