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- Added a read barrier to player_t::PrewmorphWeapon.
- Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. SVN r1038 (trunk)
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5 changed files with 17 additions and 6 deletions
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@ -1,4 +1,10 @@
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June 15, 2008 (Changes by Graf Zahl)
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- Added a read barrier to player_t::PrewmorphWeapon.
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- Fixed: After spawning a deathmatch player P_PlayerStartStomp must
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be called.
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- Fixed: SpawnThings must check if the players were spawned before
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calling P_PlayerStartStomp.
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- Fixed typo in flat scroll interpolation.
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- Changed FImageCollection to return translated texture indices so
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that animated icons can be done with it.
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- Changed FImageCollection to use a TArray to hold its data.
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@ -256,7 +256,7 @@ public:
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BYTE MorphedPlayerClass; // [MH] (for SBARINFO) class # for this player instance when morphed
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int MorphStyle; // which effects to apply for this player instance when morphed
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const PClass *MorphExitFlash; // flash to apply when demorphing (cache of value given to P_MorphPlayer)
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AWeapon *PremorphWeapon; // ready weapon before morphing
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TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
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int chickenPeck; // chicken peck countdown
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int jumpTics; // delay the next jump for a moment
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@ -1372,7 +1372,8 @@ void G_DeathMatchSpawnPlayer (int playernum)
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spot->type = playernum+9100-4;
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}
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P_SpawnPlayer (spot);
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AActor *mo = P_SpawnPlayer (spot);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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//
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@ -1443,7 +1444,8 @@ void G_DoReborn (int playernum, bool freshbot)
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if (G_CheckSpot (playernum, &playerstarts[playernum]) )
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{
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P_SpawnPlayer (&playerstarts[playernum]);
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AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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else
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{
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@ -1469,13 +1471,15 @@ void G_DoReborn (int playernum, bool freshbot)
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{
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playerstarts[i].type = playernum + 4001 - 4;
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}
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P_SpawnPlayer (&playerstarts[i]);
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AActor *mo = P_SpawnPlayer (&playerstarts[i]);
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if (mo != NULL) P_PlayerStartStomp(mo);
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playerstarts[i].type = oldtype; // restore
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return;
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}
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// he's going to be inside something. Too bad.
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}
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P_SpawnPlayer (&playerstarts[playernum]);
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AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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}
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}
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@ -1492,7 +1492,7 @@ void P_SpawnThings (int position)
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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])
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if (playeringame[i] && players[i].mo != NULL)
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P_PlayerStartStomp(players[i].mo);
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}
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}
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@ -342,6 +342,7 @@ size_t player_t::PropagateMark()
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GC::Mark(ReadyWeapon);
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GC::Mark(ConversationNPC);
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GC::Mark(ConversationPC);
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GC::Mark(PremorphWeapon);
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if (PendingWeapon != WP_NOCHANGE)
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{
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GC::Mark(PendingWeapon);
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