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https://github.com/ZDoom/gzdoom-gles.git
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- Fixed: Resurrecting a player must set mo->special1 to 0 because it is used
as a counter by the Hexen fighter's fist weapon. - Fixed: The Wraithwerge's spirits shouldn't attack friends. - Fixed: The Heresiarch's balls must not adjust their z-position after the Heresiarch dies. - Added damage type specific pain chances and an MF5_NOPAIN flag that can be used to suppress entering the pain state altogether. - Changed font initialization so that you can define replacements for the default fonts in FONTDEFS. - Removed the 'add a bot' menu option since bots are beyond repair and therefore mostly useless. - Fixed: Hitscan attacks must always spawn a puff so that it and its properties can be used as damage inflictor. SVN r534 (trunk)
This commit is contained in:
parent
73f96e1df6
commit
87383a32c6
13 changed files with 114 additions and 34 deletions
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@ -1,3 +1,22 @@
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May 26, 2007 (Changes by Graf Zahl)
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- Fixed: Resurrecting a player must set mo->special1 to 0 because it is used
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as a counter by the Hexen fighter's fist weapon.
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May 25, 2007 (Changes by Graf Zahl)
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- Fixed: The Wraithwerge's spirits shouldn't attack friends.
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- Fixed: The Heresiarch's balls must not adjust their z-position after the
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Heresiarch dies.
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May 24, 2007 (Changes by Graf Zahl)
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- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
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to suppress entering the pain state altogether.
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- Changed font initialization so that you can define replacements for the default
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fonts in FONTDEFS.
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- Removed the 'add a bot' menu option since bots are beyond repair and therefore
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mostly useless.
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- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
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can be used as damage inflictor.
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May 20, 2007 (Changes by Graf Zahl)
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- Copied railgun sound fix from Skulltag.
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@ -290,6 +290,7 @@ enum
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MF5_PIERCEARMOR = 0x00000800, // Armor doesn't protect against damage from this actor
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MF5_NOBLOODDECALS = 0x00001000, // Actor bleeds but doesn't spawn blood decals
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MF5_USESPECIAL = 0x00002000, // Actor executes its special when being 'used'.
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MF5_NOPAIN = 0x00004000, // If set the pain state won't be entered
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// --- mobj.renderflags ---
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@ -233,6 +233,7 @@ PClass *PClass::CreateDerivedClass (FName name, unsigned int size)
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info->Replacee = NULL;
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info->StateList = NULL;
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info->DamageFactors = NULL;
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info->PainChances = NULL;
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m_RuntimeActors.Push (type);
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}
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return type;
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@ -396,11 +396,15 @@ bool AHolySpirit::IsOkayToAttack (AActor *link)
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(link->player && link != target))
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&& !(link->flags2&MF2_DORMANT))
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{
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if (target != NULL && link->IsFriend(target))
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{
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return false;
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}
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if (!(link->flags&MF_SHOOTABLE))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player && target->player)
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if (multiplayer && !deathmatch && link->player && target != NULL && target->player)
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{
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return false;
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}
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@ -717,7 +717,10 @@ void A_SorcBallOrbit(AActor *ball)
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actor = static_cast<ASorcBall *> (ball);
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if (actor->target->health <= 0)
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{
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actor->SetState (actor->FindState(NAME_Pain));
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return;
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}
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baseangle = (angle_t)parent->special1;
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angle = baseangle + actor->AngleOffset;
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@ -377,6 +377,7 @@ enum
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#endif
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typedef TMap<FName, fixed_t> DmgFactors;
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typedef TMap<FName, BYTE> PainChanceList;
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struct FActorInfo
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{
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@ -408,6 +409,7 @@ struct FActorInfo
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SWORD DoomEdNum;
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FStateLabels * StateList;
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DmgFactors *DamageFactors;
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PainChanceList * PainChances;
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#if _MSC_VER
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// A 0-terminated list of default properties
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@ -80,7 +80,7 @@ typedef void (*voidfunc_)();
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FActorInfo actor##ActorInfo = {
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#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
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GAME_##game, id, ednum, NULL, NULL,
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GAME_##game, id, ednum, NULL, NULL, NULL,
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#ifdef WORDS_BIGENDIAN
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#define END_DEFAULTS "\xED\x5E" };
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@ -133,7 +133,7 @@ extern void ApplyActorDefault (int defnum, int dataint);
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FActorInfo actor##ActorInfo = {
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#define BEGIN_DEFAULTS_POST(actor,game,ednum,id) \
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GAME_##game, id, ednum, NULL, NULL, actor##DefaultsConstructor }; \
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GAME_##game, id, ednum, NULL, NULL, NULL, actor##DefaultsConstructor }; \
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void actor##DefaultsConstructor() { \
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#define END_DEFAULTS }
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@ -276,6 +276,8 @@ void cht_DoCheat (player_t *player, int cheat)
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player->mo->flags4 = player->mo->GetDefault()->flags4;
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player->mo->flags5 = player->mo->GetDefault()->flags5;
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player->mo->height = player->mo->GetDefault()->height;
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player->mo->special1 = 0; // required for the Hexen fighter's fist attack.
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// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
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player->mo->SetState (player->mo->SpawnState);
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player->mo->Translation = TRANSLATION(TRANSLATION_Players, BYTE(player-players));
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player->mo->DamageType = NAME_None;
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@ -411,7 +411,6 @@ static menuitem_t ControlsItems[] =
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{ whitetext,"Other", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ control, "Toggle automap", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"togglemap"} },
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{ control, "Chasecam", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"chase"} },
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{ control, "Add a bot", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"addbot"} },
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{ control, "Coop spy", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"spynext"} },
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{ control, "Screenshot", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"screenshot"} },
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{ control, "Open console", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"toggleconsole"} },
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@ -1141,7 +1141,19 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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return;
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}
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}
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if ((pr_damagemobj() < target->PainChance) && !(target->flags & MF_SKULLFLY))
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PainChanceList * pc = target->GetClass()->ActorInfo->PainChances;
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int painchance = target->PainChance;
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if (pc != NULL)
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{
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BYTE * ppc = pc->CheckKey(mod);
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if (ppc != NULL)
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{
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painchance = *ppc;
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}
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}
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if (!(target->flags5 & MF5_NOPAIN) && (pr_damagemobj() < painchance) && !(target->flags & MF_SKULLFLY))
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{
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if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(ALightning)))
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{
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@ -2782,6 +2782,8 @@ void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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angle_t srcangle = angle;
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int srcpitch = pitch;
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bool hitGhosts;
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bool killPuff = false;
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AActor *puff = NULL;
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angle >>= ANGLETOFINESHIFT;
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pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
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else
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{
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fixed_t hitx = 0, hity = 0, hitz = 0;
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AActor *puff = NULL;
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if (trace.HitType != TRACE_HitActor)
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{
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flags |= DMG_NO_ARMOR;
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}
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if (puff == NULL)
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{
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// Since the puff is the damage inflictor we need it here
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// regardless of whether it is displayed or not.
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puff = P_SpawnPuff (pufftype, hitx, hity, hitz, angle - ANG180, 2, true);
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killPuff = true;
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}
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P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, flags);
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}
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}
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if (trace.CrossedWater)
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{
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bool killPuff = false;
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if (puff == NULL)
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{ // Spawn puff just to get a mass for the splash
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killPuff = true;
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}
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SpawnDeepSplash (t1, trace, puff, vx, vy, vz);
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if (killPuff)
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{
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puff->Destroy();
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}
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}
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}
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if (killPuff && puff != NULL)
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{
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puff->Destroy();
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}
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}
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void P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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@ -229,6 +229,7 @@ static flagdef ActorFlags[]=
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DEFINE_FLAG(MF5, PIERCEARMOR, AActor, flags5),
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DEFINE_FLAG(MF5, NOBLOODDECALS, AActor, flags5),
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DEFINE_FLAG(MF5, USESPECIAL, AActor, flags5),
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DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -1181,6 +1182,12 @@ static FActorInfo * CreateNewActor(FActorInfo ** parentc, Baggage *bag)
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info->DamageFactors = new DmgFactors;
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*info->DamageFactors = *parent->ActorInfo->DamageFactors;
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}
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if (parent->ActorInfo->PainChances != NULL)
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{
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// copy pain chances from parent
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info->PainChances = new PainChanceList;
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*info->PainChances = *parent->ActorInfo->PainChances;
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}
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// Check for "replaces"
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SC_MustGetString ();
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//==========================================================================
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static void ActorPainChance (AActor *defaults, Baggage &bag)
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{
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SC_MustGetNumber();
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if (!SC_CheckNumber())
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{
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FName painType;
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if (SC_Compare("Normal")) painType = NAME_None;
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else painType=sc_String;
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SC_MustGetToken(',');
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SC_MustGetNumber();
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if (bag.Info->PainChances == NULL) bag.Info->PainChances=new PainChanceList;
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(*bag.Info->PainChances)[painType] = (BYTE)sc_Number;
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return;
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}
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defaults->PainChance=sc_Number;
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}
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@ -1907,36 +1907,48 @@ EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int bol
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void V_InitFonts()
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{
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V_InitFontColors ();
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V_InitCustomFonts ();
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// load the heads-up font
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if (Wads.CheckNumForName ("FONTA_S") >= 0)
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if (!(SmallFont = FFont::FindFont("SmallFont")))
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{
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SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1);
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if (Wads.CheckNumForName ("FONTA_S") >= 0)
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{
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SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1);
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}
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else
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{
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SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
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}
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}
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else
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if (!(SmallFont2=FFont::FindFont("SmallFont2")))
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{
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SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
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if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
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{
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SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
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}
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else
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{
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SmallFont2 = SmallFont;
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}
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}
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if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
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if (!(BigFont=FFont::FindFont("BigFont")))
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{
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SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
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if (gameinfo.gametype == GAME_Doom)
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{
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BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
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}
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else
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{
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BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1);
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}
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}
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else
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if (!(ConFont=FFont::FindFont("ConsoleFont")))
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{
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SmallFont2 = SmallFont;
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ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
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}
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if (gameinfo.gametype == GAME_Doom)
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{
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BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
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}
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else
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{
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BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1);
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}
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ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
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V_InitCustomFonts ();
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}
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