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- Rewrote the SeePastShootableLines check in P_SightCheckLine() to be
more readable. SVN r1270 (trunk)
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2 changed files with 19 additions and 9 deletions
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@ -1,4 +1,6 @@
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October 18, 2008
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October 18, 2008
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- Rewrote the SeePastShootableLines check in P_SightCheckLine() to be
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more readable.
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- Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so
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- Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so
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that fiddling with player options does not reset the mug shot.
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that fiddling with player options does not reset the mug shot.
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- Fixed: SetMugShotState ACS command did not pop the stack.
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- Fixed: SetMugShotState ACS command did not pop the stack.
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@ -134,17 +134,25 @@ static bool P_SightCheckLine (line_t *ld)
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{
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{
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return false;
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return false;
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}
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}
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if (SeePastShootableLines &&
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(!(ld->activation & SPAC_Impact) ||
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(ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)) ||
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(ld->args[1] != 0 && ld->args[1] != level.levelnum))
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{
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// Pretend the other side is invisible if this is not an impact line
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// Pretend the other side is invisible if this is not an impact line
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// or it does not run a script on the current map. Used to prevent
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// that runs a script on the current map. Used to prevent monsters
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// monsters from trying to attack through a block everything line
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// from trying to attack through a block everything line unless
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// unless there's a chance their attack will make it nonblocking.
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// there's a chance their attack will make it nonblocking.
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if (!SeePastShootableLines)
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{
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if (!(ld->activation & SPAC_Impact))
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{
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return false;
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return false;
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}
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}
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if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways)
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{
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return false;
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}
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if (ld->args[1] != 0 && ld->args[1] != level.levelnum)
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{
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return false;
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}
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}
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}
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}
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sightcounts[3]++;
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sightcounts[3]++;
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