mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
62d72fb751
13 changed files with 140 additions and 157 deletions
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@ -30,8 +30,6 @@ DBot::DBot ()
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void DBot::Clear ()
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{
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savedyaw = 0;
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savedpitch = 0;
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angle = 0;
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dest = NULL;
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prev = NULL;
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@ -59,9 +57,15 @@ void DBot::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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if (SaveVersion < 4515)
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{
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angle_t savedyaw;
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int savedpitch;
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arc << savedyaw
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<< savedpitch
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<< angle
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<< savedpitch;
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}
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arc << angle
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<< dest
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<< prev
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<< enemy
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@ -165,9 +165,6 @@ public:
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void Clear ();
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void Serialize (FArchive &arc);
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angle_t savedyaw;
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int savedpitch;
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smooth view movement)
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TObjPtr<AActor> dest; // Move Destination.
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@ -102,7 +102,7 @@ void FCajunMaster::Main (int buf)
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BotThinkCycles.Reset();
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if (consoleplayer != Net_Arbitrator || demoplayback)
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if (demoplayback)
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return;
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if (gamestate != GS_LEVEL)
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@ -122,6 +122,8 @@ void FCajunMaster::Main (int buf)
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BotThinkCycles.Unclock();
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}
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if (consoleplayer == Net_Arbitrator)
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{
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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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{
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@ -154,6 +156,7 @@ void FCajunMaster::Main (int buf)
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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}
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m_Thinking = false;
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}
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@ -347,12 +350,9 @@ void FCajunMaster::TryAddBot (BYTE **stream, int player)
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}
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if (DoAddBot ((BYTE *)info, skill))
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{
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if (consoleplayer == Net_Arbitrator)
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{
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//Increment this.
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botnum++;
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}
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if (thebot != NULL)
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{
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@ -561,6 +561,11 @@ int PrintString (int printlevel, const char *outline)
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maybedrawnow (false, false);
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}
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}
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else if (Logfile != NULL)
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{
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fputs (outline, Logfile);
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fflush (Logfile);
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}
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return (int)strlen (outline);
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}
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@ -975,25 +975,6 @@ void D_DoomLoop ()
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I_StartTic ();
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D_ProcessEvents ();
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G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
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//Added by MC: For some of that bot stuff. The main bot function.
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int i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
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{
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players[i].Bot->savedyaw = players[i].mo->angle;
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players[i].Bot->savedpitch = players[i].mo->pitch;
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}
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}
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bglobal.Main (maketic%BACKUPTICS);
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
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{
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players[i].mo->angle = players[i].Bot->savedyaw;
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players[i].mo->pitch = players[i].Bot->savedpitch;
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}
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}
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if (advancedemo)
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D_DoAdvanceDemo ();
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C_Ticker ();
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@ -691,9 +691,6 @@ void PlayerIsGone (int netnode, int netconsole)
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if (netconsole == Net_Arbitrator)
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{
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bglobal.RemoveAllBots(true);
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Printf("Removed all bots\n");
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// Pick a new network arbitrator
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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@ -824,7 +821,6 @@ void GetPackets (void)
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}
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if (netbuffer[0] & NCMD_QUITTERS)
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{
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numplayers = netbuffer[k++];
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for (int i = 0; i < numplayers; ++i)
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@ -902,63 +898,17 @@ void GetPackets (void)
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for (i = 0; i < numplayers; ++i)
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{
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int node = (players[playerbytes[i]].Bot == NULL) ?
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nodeforplayer[playerbytes[i]] : netnode;
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int node = nodeforplayer[playerbytes[i]];
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SkipTicCmd (&start, nettics[node] - realstart);
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for (tics = nettics[node]; tics < realend; tics++)
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ReadTicCmd (&start, playerbytes[i], tics);
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}
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// Update the number of tics received from each node. This must
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// be separate from the above loop in case the master is also
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// sending bot movements. If it's not separate, then the bots
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// will only move on the master, because the other players will
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// read the master's tics and then think they already got all
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// the tics for the bots and skip the bot tics included in the
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// packet.
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for (i = 0; i < numplayers; ++i)
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{
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if (players[playerbytes[i]].Bot == NULL)
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{
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nettics[nodeforplayer[playerbytes[i]]] = realend;
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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 AdjustBots (int gameticdiv)
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{
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// [RH] This loop adjusts the bots' rotations for ticcmds that have
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// been already created but not yet executed. This way, the bot is still
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// able to create ticcmds that accurately reflect the state it wants to
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// be in even when gametic lags behind maketic.
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
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{
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players[i].Bot->savedyaw = players[i].mo->angle;
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players[i].Bot->savedpitch = players[i].mo->pitch;
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for (int j = gameticdiv; j < maketic/ticdup; j++)
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{
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players[i].mo->angle += (netcmds[i][j%BACKUPTICS].ucmd.yaw << 16) * ticdup;
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players[i].mo->pitch -= (netcmds[i][j%BACKUPTICS].ucmd.pitch << 16) * ticdup;
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}
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}
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}
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}
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void UnadjustBots ()
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{
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL && players[i].mo)
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{
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players[i].mo->angle = players[i].Bot->savedyaw;
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players[i].mo->pitch = players[i].Bot->savedpitch;
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}
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}
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}
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//
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// NetUpdate
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@ -1006,9 +956,7 @@ void NetUpdate (void)
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newtics = 0;
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}
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// build new ticcmds for console player (and bots if I am the arbitrator)
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AdjustBots (gametic / ticdup);
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// build new ticcmds for console player
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for (i = 0; i < newtics; i++)
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{
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I_StartTic ();
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@ -1018,11 +966,6 @@ void NetUpdate (void)
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//Printf ("mk:%i ",maketic);
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G_BuildTiccmd (&localcmds[maketic % LOCALCMDTICS]);
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if (maketic % ticdup == 0)
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{
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//Added by MC: For some of that bot stuff. The main bot function.
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bglobal.Main ((maketic / ticdup) % BACKUPTICS);
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}
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maketic++;
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if (ticdup == 1 || maketic == 0)
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@ -1102,8 +1045,6 @@ void NetUpdate (void)
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}
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}
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UnadjustBots ();
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if (singletics)
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return; // singletic update is synchronous
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@ -1123,16 +1064,13 @@ void NetUpdate (void)
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if (consoleplayer == Net_Arbitrator)
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{
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for (j = 0; j < MAXPLAYERS; j++)
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for (j = 0; j < doomcom.numnodes; j++)
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{
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if (playeringame[j])
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{
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if (players[j].Bot != NULL || NetMode == NET_PacketServer)
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if (nodeingame[j] && NetMode == NET_PacketServer)
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{
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count++;
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}
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}
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}
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if (NetMode == NET_PacketServer)
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{
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@ -1265,15 +1203,12 @@ void NetUpdate (void)
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netbuffer[0] |= NCMD_MULTI;
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netbuffer[k++] = count;
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for (l = 1, j = 0; j < MAXPLAYERS; j++)
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for (l = 1, j = 0; j < doomcom.numnodes; j++)
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{
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if (playeringame[j] && j != playerfornode[i] && j != consoleplayer)
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if (nodeingame[j] && j != i && j != nodeforplayer[consoleplayer] && NetMode == NET_PacketServer)
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{
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if (players[j].Bot != NULL || NetMode == NET_PacketServer)
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{
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playerbytes[l++] = j;
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netbuffer[k++] = j;
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}
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playerbytes[l++] = playerfornode[j];
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netbuffer[k++] = playerfornode[j];
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}
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}
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}
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@ -1293,7 +1228,7 @@ void NetUpdate (void)
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prev %= BACKUPTICS;
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// The local player has their tics sent first, followed by
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// the other players/bots.
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// the other players.
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if (l == 0)
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{
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WriteWord (localcmds[localstart].consistancy, &cmddata);
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@ -1307,12 +1242,6 @@ void NetUpdate (void)
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localprev >= 0 ? &localcmds[localprev].ucmd : NULL, &cmddata);
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}
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else if (i != 0)
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{
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if (players[playerbytes[l]].Bot != NULL)
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{
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WriteWord (0, &cmddata); // fake consistancy word
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}
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else
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{
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int len;
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BYTE *spec;
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@ -1324,7 +1253,7 @@ void NetUpdate (void)
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memcpy (cmddata, spec, len);
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cmddata += len;
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}
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}
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WriteUserCmdMessage (&netcmds[playerbytes[l]][start].ucmd,
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prev >= 0 ? &netcmds[playerbytes[l]][prev].ucmd : NULL, &cmddata);
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}
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@ -1127,6 +1127,12 @@ void G_Ticker ()
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// check, not just the player's x position like BOOM.
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DWORD rngsum = FRandom::StaticSumSeeds ();
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if ((gametic % ticdup) == 0)
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{
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//Added by MC: For some of that bot stuff. The main bot function.
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bglobal.Main (buf);
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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@ -2881,9 +2881,57 @@ DACSThinker::~DACSThinker ()
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void DACSThinker::Serialize (FArchive &arc)
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{
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int scriptnum;
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int scriptcount = 0;
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Super::Serialize (arc);
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if (SaveVersion < 4515)
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arc << Scripts << LastScript;
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else
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{
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if (arc.IsStoring())
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{
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DLevelScript *script;
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script = Scripts;
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while (script)
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{
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scriptcount++;
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// We want to store this list backwards, so we can't loose the last pointer
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if (script->next == NULL)
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break;
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script = script->next;
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}
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arc << scriptcount;
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while (script)
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{
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arc << script;
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script = script->prev;
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}
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}
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else
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{
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// We are running through this list backwards, so the next entry is the last processed
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DLevelScript *next = NULL;
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arc << scriptcount;
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Scripts = NULL;
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LastScript = NULL;
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for (int i = 0; i < scriptcount; i++)
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{
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arc << Scripts;
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Scripts->next = next;
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Scripts->prev = NULL;
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if (next != NULL)
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next->prev = Scripts;
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next = Scripts;
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if (i == 0)
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LastScript = Scripts;
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}
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}
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}
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if (arc.IsStoring ())
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{
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ScriptMap::Iterator it(RunningScripts);
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@ -2969,6 +3017,7 @@ void DLevelScript::Serialize (FArchive &arc)
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DWORD i;
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Super::Serialize (arc);
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if (SaveVersion < 4515)
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arc << next << prev;
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P_SerializeACSScriptNumber(arc, script, false);
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@ -606,7 +606,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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player->respawn_time = level.time + TICRATE;
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//Added by MC: Respawn bots
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if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
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if (bglobal.botnum && !demoplayback)
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{
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if (player->Bot != NULL)
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player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
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@ -3228,7 +3228,7 @@ void AActor::Tick ()
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}
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}
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if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback &&
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if (bglobal.botnum && !demoplayback &&
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((flags & (MF_SPECIAL|MF_MISSILE)) || (flags3 & MF3_ISMONSTER)))
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{
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BotSupportCycles.Clock();
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@ -3781,6 +3781,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
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}
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}
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//===========================================================================
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//
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// [TP] A_FaceConsolePlayer
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer) {
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ACTION_PARAM_START (1);
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ACTION_PARAM_ANGLE (MaxTurnAngle, 0);
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// NOTE: It does nothing for zdoom.
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}
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//===========================================================================
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//
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// A_MonsterRefire
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@ -4678,7 +4689,7 @@ enum RadiusGiveFlags
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RGF_OBJECTS = 1 << 3,
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RGF_VOODOO = 1 << 4,
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RGF_CORPSES = 1 << 5,
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RGF_MASK = 63,
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RGF_MASK = 2111,
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RGF_NOTARGET = 1 << 6,
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RGF_NOTRACER = 1 << 7,
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RGF_NOMASTER = 1 << 8,
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4514
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#define SAVEVER 4515
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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@ -186,6 +186,7 @@ ACTOR Actor native //: Thinker
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action native A_ClearSoundTarget();
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action native A_FireAssaultGun();
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action native A_CheckTerrain();
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action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP]
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action native A_MissileAttack();
|
||||
action native A_MeleeAttack();
|
||||
|
|
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