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Merge branch 'master' of github.com:rheit/zdoom
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commit
75dc7de632
1 changed files with 856 additions and 850 deletions
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@ -3466,31 +3466,33 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
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//
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//
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//==========================================================================
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//==========================================================================
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static ETraceStatus CheckForGhost (FTraceResults &res, void *userdata)
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struct Origin
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{
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AActor *Caller;
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bool hitGhosts;
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bool hitSameSpecie;
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};
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static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
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{
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{
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if (res.HitType != TRACE_HitActor)
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if (res.HitType != TRACE_HitActor)
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{
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{
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return TRACE_Stop;
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return TRACE_Stop;
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}
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}
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// check for physical attacks on a ghost
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Origin *data = (Origin *)userdata;
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if (res.Actor->flags3 & MF3_GHOST || res.Actor->flags4 & MF4_SPECTRAL)
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// check for physical attacks on spectrals
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if (res.Actor->flags4 & MF4_SPECTRAL)
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{
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{
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return TRACE_Skip;
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return TRACE_Skip;
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}
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}
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return TRACE_Stop;
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if (data->hitSameSpecie && res.Actor->GetSpecies() == data->Caller->GetSpecies())
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}
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static ETraceStatus CheckForSpectral (FTraceResults &res, void *userdata)
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{
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{
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if (res.HitType != TRACE_HitActor)
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return TRACE_Skip;
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{
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return TRACE_Stop;
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}
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}
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if (data->hitGhosts && res.Actor->flags3 & MF3_GHOST)
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// check for physical attacks on spectrals
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if (res.Actor->flags4 & MF4_SPECTRAL)
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{
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{
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return TRACE_Skip;
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return TRACE_Skip;
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}
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}
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@ -3511,9 +3513,12 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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{
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{
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fixed_t vx, vy, vz, shootz;
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fixed_t vx, vy, vz, shootz;
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FTraceResults trace;
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FTraceResults trace;
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Origin TData;
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TData.Caller = t1;
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angle_t srcangle = angle;
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angle_t srcangle = angle;
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int srcpitch = pitch;
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int srcpitch = pitch;
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bool hitGhosts;
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bool hitGhosts;
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bool hitSameSpecie;
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bool killPuff = false;
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bool killPuff = false;
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AActor *puff = NULL;
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AActor *puff = NULL;
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int pflag = 0;
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int pflag = 0;
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@ -3556,11 +3561,13 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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// We need to check the defaults of the replacement here
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// We need to check the defaults of the replacement here
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AActor *puffDefaults = GetDefaultByType(pufftype->GetReplacement());
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AActor *puffDefaults = GetDefaultByType(pufftype->GetReplacement());
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hitGhosts = (t1->player != NULL &&
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TData.hitGhosts = (t1->player != NULL &&
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t1->player->ReadyWeapon != NULL &&
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t1->player->ReadyWeapon != NULL &&
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(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST)) ||
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(t1->player->ReadyWeapon->flags2 & MF2_THRUGHOST)) ||
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(puffDefaults && (puffDefaults->flags2 & MF2_THRUGHOST));
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(puffDefaults && (puffDefaults->flags2 & MF2_THRUGHOST));
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TData.hitSameSpecie = (puffDefaults && (puffDefaults->flags6 & MF6_MTHRUSPECIES));
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// if the puff uses a non-standard damage type, this will override default, hitscan and melee damage type.
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// if the puff uses a non-standard damage type, this will override default, hitscan and melee damage type.
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// All other explicitly passed damage types (currenty only MDK) will be preserved.
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// All other explicitly passed damage types (currenty only MDK) will be preserved.
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if ((damageType == NAME_None || damageType == NAME_Melee || damageType == NAME_Hitscan) &&
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if ((damageType == NAME_None || damageType == NAME_Melee || damageType == NAME_Hitscan) &&
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@ -3575,7 +3582,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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if (!Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
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if (!Trace(t1->x, t1->y, shootz, t1->Sector, vx, vy, vz, distance,
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MF_SHOOTABLE, ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace,
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MF_SHOOTABLE, ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace,
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tflags, hitGhosts ? CheckForGhost : CheckForSpectral))
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tflags, CheckForActor, &TData))
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{ // hit nothing
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{ // hit nothing
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if (puffDefaults == NULL)
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if (puffDefaults == NULL)
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{
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{
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@ -5274,8 +5281,7 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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break;
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break;
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}
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}
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}
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}
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}
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} while (n);
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while (n);
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}
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}
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}
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}
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P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists
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P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists
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