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- Gave the PlayerPawn base class a default damage fade color instead of
hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. SVN r1190 (trunk)
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8 changed files with 12 additions and 16 deletions
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@ -1,3 +1,8 @@
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September 1, 2008 (Changes by Graf Zahl)
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- Gave the PlayerPawn base class a default damage fade color instead of
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hacking it into the actor when actually used.
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- Fixed: The DamageFade color was not saved in savegames.
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August 30, 2008 (Changes by Graf Zahl)
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August 30, 2008 (Changes by Graf Zahl)
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- Added Blzut3's patch for a real Chex Quest game mode.
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- Added Blzut3's patch for a real Chex Quest game mode.
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@ -120,7 +120,6 @@ public:
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fixed_t AttackZOffset; // attack height, relative to player center
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fixed_t AttackZOffset; // attack height, relative to player center
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// [CW] Fades for when you are being damaged.
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// [CW] Fades for when you are being damaged.
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bool HasDamageFade;
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float RedDamageFade;
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float RedDamageFade;
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float GreenDamageFade;
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float GreenDamageFade;
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float BlueDamageFade;
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float BlueDamageFade;
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@ -1474,16 +1474,6 @@ void DBaseStatusBar::BlendView (float blend[4])
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cnt = 228;
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cnt = 228;
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APlayerPawn *mo = players[consoleplayer].mo;
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APlayerPawn *mo = players[consoleplayer].mo;
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// [CW] If no damage fade is specified, assume defaults.
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if (!mo->HasDamageFade)
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{
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mo->HasDamageFade = true;
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mo->RedDamageFade = 255;
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mo->GreenDamageFade = 0;
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mo->BlueDamageFade = 0;
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}
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AddBlend (mo->RedDamageFade / 255, mo->GreenDamageFade / 255, mo->BlueDamageFade / 255, cnt / 255.f, blend);
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AddBlend (mo->RedDamageFade / 255, mo->GreenDamageFade / 255, mo->BlueDamageFade / 255, cnt / 255.f, blend);
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}
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}
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@ -1999,7 +1999,7 @@ void M_QuitGame (int choice)
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// or one at random, between 1 and maximum number.
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// or one at random, between 1 and maximum number.
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if (gameinfo.gametype & (GAME_DoomStrifeChex))
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if (gameinfo.gametype & (GAME_DoomStrifeChex))
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{
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{
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int quitmsg = 0;gametic % (gameinfo.gametype == GAME_Doom ? (gameinfo.gametype != GAME_Chex ? NUM_QUITDOOMMESSAGES : NUM_QUITCHEXMESSAGES - 1) : NUM_QUITSTRIFEMESSAGES - 1);
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int quitmsg = 0;
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype == GAME_Doom)
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quitmsg = gametic % NUM_QUITDOOMMESSAGES;
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quitmsg = gametic % NUM_QUITDOOMMESSAGES;
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else if (gameinfo.gametype == GAME_Strife)
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else if (gameinfo.gametype == GAME_Strife)
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@ -422,7 +422,10 @@ void APlayerPawn::Serialize (FArchive &arc)
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<< ScoreIcon
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<< ScoreIcon
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<< InvFirst
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<< InvFirst
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<< InvSel
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<< InvSel
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<< MorphWeapon;
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<< MorphWeapon
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<< RedDamageFade
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<< GreenDamageFade
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<< BlueDamageFade;
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}
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}
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//===========================================================================
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//===========================================================================
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@ -2490,8 +2490,6 @@ static void PlayerCrouchSprite (FScanner &sc, APlayerPawn *defaults, Baggage &ba
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//==========================================================================
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//==========================================================================
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static void PlayerDmgScreenColor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
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static void PlayerDmgScreenColor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
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{
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{
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defaults->HasDamageFade = true;
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if (sc.CheckNumber ())
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if (sc.CheckNumber ())
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{
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{
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sc.MustGetNumber ();
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sc.MustGetNumber ();
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1181
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#define MINSAVEVER 1190
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#if SVN_REVISION_NUMBER < MINSAVEVER
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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// Never write a savegame with a version lower than what we need
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@ -26,6 +26,7 @@ Actor PlayerPawn : Actor native
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Player.SideMove 1,1
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Player.SideMove 1,1
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Player.ColorRange 0,0
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Player.ColorRange 0,0
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Player.SoundClass "player"
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Player.SoundClass "player"
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Player.DamageScreenColor "ff 00 00"
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}
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}
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Actor PlayerChunk : PlayerPawn native
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Actor PlayerChunk : PlayerPawn native
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