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- Fixed compatibility flags not working in scripting.
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parent
80b3f8dcbe
commit
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5 changed files with 6 additions and 6 deletions
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@ -195,7 +195,7 @@ extend class Actor
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aimtarget.Height = Height;
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aimtarget.Height = Height;
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bool shootmode = ((flags & MSF_Classic) || // Flag explicitly set, or no flags and compat options
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bool shootmode = ((flags & MSF_Classic) || // Flag explicitly set, or no flags and compat options
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(flags == 0 && CurState.bDehacked && (Level.compatflags & COMPATF_MUSHROOM)));
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(flags == 0 && CurState.bDehacked && (compatflags & COMPATF_MUSHROOM)));
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for (i = -numspawns; i <= numspawns; i += 8)
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for (i = -numspawns; i <= numspawns; i += 8)
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{
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{
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@ -86,7 +86,7 @@ extend class Actor
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}
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}
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// [RH] make this optional
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// [RH] make this optional
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if (limit < 0 && (Level.compatflags & COMPATF_LIMITPAIN))
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if (limit < 0 && (compatflags & COMPATF_LIMITPAIN))
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limit = 21;
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limit = 21;
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if (limit > 0)
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if (limit > 0)
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@ -634,7 +634,7 @@ extend class Actor
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Actor mo;
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Actor mo;
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double spawnz = 0;
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double spawnz = 0;
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if (!(Level.compatflags & COMPATF_NOTOSSDROPS))
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if (!(compatflags & COMPATF_NOTOSSDROPS))
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{
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{
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int style = sv_dropstyle;
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int style = sv_dropstyle;
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if (style == 0)
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if (style == 0)
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@ -655,7 +655,7 @@ extend class Actor
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{
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{
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mo.bDropped = true;
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mo.bDropped = true;
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mo.bNoGravity = false; // [RH] Make sure it is affected by gravity
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mo.bNoGravity = false; // [RH] Make sure it is affected by gravity
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if (!(Level.compatflags & COMPATF_NOTOSSDROPS))
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if (!(compatflags & COMPATF_NOTOSSDROPS))
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{
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{
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mo.TossItem ();
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mo.TossItem ();
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}
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}
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@ -1944,7 +1944,7 @@ class PlayerPawn : Actor
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override int GetMaxHealth(bool withupgrades) const
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override int GetMaxHealth(bool withupgrades) const
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{
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{
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int ret = MaxHealth > 0? MaxHealth : ((Level.compatflags & COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
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int ret = MaxHealth > 0? MaxHealth : ((compatflags & COMPATF_DEHHEALTH)? 100 : deh.MaxHealth);
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if (withupgrades) ret += stamina + BonusHealth;
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if (withupgrades) ret += stamina + BonusHealth;
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return ret;
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return ret;
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}
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}
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@ -347,7 +347,7 @@ class Minotaur : Actor
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}
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}
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else
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else
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{
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{
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if (Floorclip > 0 && (Level.compatflags & COMPAT_MINOTAUR))
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if (Floorclip > 0 && (compatflags & COMPAT_MINOTAUR))
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{
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{
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// only play the sound.
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// only play the sound.
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A_StartSound ("minotaur/fx2hit", CHAN_WEAPON);
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A_StartSound ("minotaur/fx2hit", CHAN_WEAPON);
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