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- Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
an ammo type's BackpackAmount was 0. - Fixed some minor bugs in custom skill code. SVN r562 (trunk)
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8 changed files with 15 additions and 10 deletions
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@ -1,3 +1,8 @@
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November 4, 2007 (Changes by Graf Zahl)
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- Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
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an ammo type's BackpackAmount was 0.
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- Fixed some minor bugs in custom skill code.
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November 3, 2007 (Changes by Graf Zahl)
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- Added text color options to menu code so that the skill definitions can set
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the color of the menu's text.
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@ -622,7 +622,7 @@ public:
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fixed_t scaleX, scaleY; // Scaling values; FRACUNIT is normal size
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BYTE RenderStyle; // Style to draw this actor with
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DWORD renderflags; // Different rendering flags
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WORD picnum; // Draw this instead of sprite if != 0xffff
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int picnum; // Draw this instead of sprite if != 0xffff
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SWORD TIDtoHate; // TID of things to hate (0 if none)
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DWORD effects; // [RH] see p_effect.h
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fixed_t alpha;
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@ -3064,7 +3064,7 @@ static void ParseSkill ()
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else if (SC_Compare ("damagefactor"))
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{
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SC_MustGetFloat ();
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skill.AmmoFactor = FLOAT2FIXED(sc_Float);
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skill.DamageFactor = FLOAT2FIXED(sc_Float);
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}
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else if (SC_Compare ("fastmonsters"))
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{
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@ -1497,8 +1497,7 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
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{
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const PClass *type = PClass::m_Types[i];
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if (type->ParentClass == RUNTIME_CLASS(AAmmo) &&
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((AAmmo *)GetDefaultByType (type))->BackpackAmount > 0)
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if (type->ParentClass == RUNTIME_CLASS(AAmmo))
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{
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AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory (type));
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int amount = static_cast<AAmmo *>(GetDefaultByType(type))->BackpackAmount;
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@ -1507,6 +1506,7 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
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{
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (amount < 0) amount = 0;
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if (ammo == NULL)
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{ // The player did not have the ammo. Add it.
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ammo = static_cast<AAmmo *>(Spawn (type, 0, 0, 0, NO_REPLACE));
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@ -384,7 +384,7 @@ MapData *P_OpenMapData(const char * mapname)
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//
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//===========================================================================
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static void SetTexture (short *texture, DWORD *blend, char *name8)
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static void SetTexture (int *texture, DWORD *blend, char *name8)
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{
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char name[9];
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strncpy (name, name8, 8);
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@ -413,7 +413,7 @@ static void SetTexture (short *texture, DWORD *blend, char *name8)
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}
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}
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static void SetTextureNoErr (short *texture, DWORD *color, char *name8, bool *validcolor)
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static void SetTextureNoErr (int *texture, DWORD *color, char *name8, bool *validcolor)
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{
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char name[9];
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strncpy (name, name8, 8);
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@ -495,7 +495,7 @@ static int TryFindSwitch (SWORD texture)
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bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest)
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{
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DActiveButton::EWhere where;
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short *texture;
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int *texture;
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int i, sound;
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if ((i = TryFindSwitch (side->toptexture)) != -1)
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@ -302,7 +302,7 @@ struct sector_t
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BYTE FloorLight, CeilingLight;
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BYTE FloorFlags, CeilingFlags;
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short floorpic, ceilingpic;
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int floorpic, ceilingpic;
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BYTE lightlevel;
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AActor * SoundTarget;
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@ -399,7 +399,7 @@ struct side_s
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fixed_t rowoffset; // add this to the calculated texture top
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sector_t* sector; // Sector the SideDef is facing.
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DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
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short toptexture, bottomtexture, midtexture; // texture indices
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int toptexture, bottomtexture, midtexture; // texture indices
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WORD linenum;
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DWORD LeftSide, RightSide; // [RH] Group walls into loops
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WORD TexelLength;
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@ -18,7 +18,7 @@ skill normal
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Key h
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skill hard
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SpawnFilter "Normal"
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SpawnFilter "Hard"
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PicName "M_ULTRA"
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Key u
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