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- fixed: Dehacked replaced pickups multiple times for changing its states.
- fixed: Dehacked must copy AInventory's state to any item it hacks to be a pickup. - fixed a few more DECORATE bugs. SVN r1166 (trunk)
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3cb073a3a0
commit
4fd717046e
8 changed files with 48 additions and 10 deletions
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@ -1,3 +1,9 @@
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August 12, 2008 (Changes by Graf Zahl)
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- fixed: Dehacked replaced pickups multiple times for changing its states.
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- fixed: Dehacked must copy AInventory's state to any item it hacks to be a
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pickup.
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- fixed a few more DECORATE bugs.
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August 12, 2008 (Changes by Graf Zahl)
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- Fixed: The chat sound for Strife was misnamed in the gameinfo structure.
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- fixed a few DECORATE bugs.
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@ -346,6 +346,15 @@ static bool ReadChars (char **stuff, int size);
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static char *igets (void);
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static int GetLine (void);
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static void PushTouchedActor(PClass *cls)
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{
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for(unsigned i = 0; i < TouchedActors.Size(); i++)
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{
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if (TouchedActors[i] == cls) return;
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}
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TouchedActors.Push(cls);
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}
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inline const char *GetName (int name)
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{
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return NameBase + NameOffs[name];
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@ -438,7 +447,8 @@ static FState *FindState (int statenum)
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{
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if (StateMap[i].OwnerIsPickup)
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{
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TouchedActors.Push (const_cast<PClass *>(StateMap[i].Owner));
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PushTouchedActor(const_cast<PClass *>(StateMap[i].Owner));
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}
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return StateMap[i].State + statenum - stateacc;
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}
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@ -1026,7 +1036,7 @@ static int PatchThing (int thingy)
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if (info->flags & MF_SPECIAL)
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{
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TouchedActors.Push (const_cast<PClass *>(type));
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PushTouchedActor(const_cast<PClass *>(type));
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}
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// Make MF3_ISMONSTER match MF_COUNTKILL
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@ -2577,6 +2587,11 @@ void FinishDehPatch ()
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// Make a copy the state labels
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MakeStateDefines(type->ActorInfo->StateList);
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if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
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{
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// If this is a hacked non-inventory item we must also copy AInventory's special states
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AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
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}
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InstallStates(subclass->ActorInfo, defaults2);
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// Use the DECORATE replacement feature to redirect all spawns
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@ -2584,7 +2599,7 @@ void FinishDehPatch ()
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type->ActorInfo->Replacement = subclass->ActorInfo;
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subclass->ActorInfo->Replacee = type->ActorInfo;
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DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
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Printf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
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}
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// Now that all Dehacked patches have been processed, it's okay to free StateMap.
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@ -837,6 +837,8 @@ void AInventory::Hide ()
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}
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}
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assert(HideDoomishState != NULL || HideSpecialState != NULL);
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if (HideSpecialState != NULL)
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{
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SetState (HideSpecialState);
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@ -848,11 +850,6 @@ void AInventory::Hide ()
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SetState (HideDoomishState);
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tics = 1050;
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}
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else
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{
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GoAwayAndDie();
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return;
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}
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if (RespawnTics != 0)
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{
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tics = RespawnTics;
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@ -99,6 +99,7 @@ void AddState (const char * statename, FState * state);
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FState * FindState(AActor * actor, const PClass * type, const char * name);
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void InstallStates(FActorInfo *info, AActor *defaults);
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void MakeStateDefines(const FStateLabels *list);
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void AddStateDefines(const FStateLabels *list);
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FState *P_GetState(AActor *self, FState *CallingState, int offset);
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int FinishStates (FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
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int ParseStates(FScanner &sc, FActorInfo *actor, AActor *defaults, Baggage &bag);
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@ -369,6 +369,24 @@ void MakeStateDefines(const FStateLabels *list)
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MakeStateList(list, StateLabels);
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}
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void AddStateDefines(const FStateLabels *list)
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{
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if (list != NULL) for(int i=0;i<list->NumLabels;i++)
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{
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if (list->Labels[i].Children == NULL)
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{
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if (!FindStateLabelInList(StateLabels, list->Labels[i].Label, false))
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{
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FStateDefine def;
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def.Label = list->Labels[i].Label;
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def.State = list->Labels[i].State;
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StateLabels.Push(def);
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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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// PrepareStateParameters
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@ -191,6 +191,7 @@ ACTOR BloodPool 111
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ACTOR ZCorpseLynchedNoHeart 109 native
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{
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Game Hexen
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Radius 10
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Height 100
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+SOLID +SPAWNCEILING +NOGRAVITY
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@ -37,7 +37,7 @@ ACTOR Inventory native
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action native A_ClearReFire();
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action native A_CheckReload();
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action native A_GunFlash();
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action native A_Saw(sound fullsound = "misc/sawfull", sound hitsound = "misc/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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action native A_CheckForReload(int counter, state label);
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action native A_ResetReloadCounter();
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action native A_RestoreSpecialPosition();
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@ -467,7 +467,7 @@ ACTOR SStalagmiteSmall 163
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States
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{
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Spawn:
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STLG E -1
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STLG F -1
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Stop
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}
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}
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