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https://github.com/ZDoom/gzdoom-gles.git
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- Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. * Vavoom's Sector_SetContents fixes to inactive 3D floor code. SVN r1818 (trunk)
This commit is contained in:
parent
980b68af17
commit
914d993aa1
11 changed files with 122 additions and 31 deletions
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@ -1,3 +1,9 @@
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September 14, 2009 (Changes by Graf Zahl)
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- Added a few things from Gez's experimental build:
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* Beta Lost Soul (added DoomEdNum 9037 to it)
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* A_Mushroom extensions
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* Vavoom compatible MAPINFO keynames.
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September 11, 2009
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- Added warning messages when loading maps that have non-zero values in
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unused line argument fields, because these maps could potentially break
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@ -270,7 +270,7 @@ public:
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// killough 10/98: used for realistic bobbing (i.e. not simply overall speed)
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// mo->velx and mo->vely represent true velocity experienced by player.
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// This only represents the thrust that the player applies himself.
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// This avoids anomolies with such things as Boom ice and conveyors.
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// This avoids anomalies with such things as Boom ice and conveyors.
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fixed_t velx, vely; // killough 10/98
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bool centering;
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@ -124,12 +124,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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{
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int i, j;
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ACTION_PARAM_START(3);
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ACTION_PARAM_START(5);
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ACTION_PARAM_CLASS(spawntype, 0);
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ACTION_PARAM_INT(n, 1);
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ACTION_PARAM_INT(flags, 2);
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ACTION_PARAM_FIXED(vrange, 3);
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ACTION_PARAM_FIXED(hrange, 4);
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if (n == 0) n = self->GetMissileDamage (0, 1);
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if (n == 0) n = self->Damage; // GetMissileDamage (0, 1);
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if (spawntype == NULL) spawntype = PClass::FindClass("FatShot");
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, true);
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@ -148,7 +150,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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AActor *mo;
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target->x = self->x + (i << FRACBITS); // Aim in many directions from source
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target->y = self->y + (j << FRACBITS);
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target->z = self->z + (P_AproxDistance(i,j) << (FRACBITS+2)); // Aim up fairly high
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target->z = self->z + (P_AproxDistance(i,j) * vrange); // Aim up fairly high
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if (flags == 0 && (self->state->Misc1 == 0 || !(i_compatflags & COMPATF_MUSHROOM)))
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{
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mo = P_SpawnMissile (self, target, spawntype); // Launch fireball
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@ -158,10 +160,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
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mo = P_OldSpawnMissile (self, target, spawntype); // Launch fireball
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}
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if (mo != NULL)
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{
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mo->velx >>= 1;
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mo->vely >>= 1; // Slow it down a bit
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mo->velz >>= 1;
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{ // Slow it down a bit
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mo->velx = FixedMul(mo->velx, hrange);
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mo->vely = FixedMul(mo->vely, hrange);
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mo->velz = FixedMul(mo->velz, hrange);
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mo->flags &= ~MF_NOGRAVITY; // Make debris fall under gravity
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}
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}
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@ -13,6 +13,7 @@
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*/
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FRandom pr_lost ("LostMissileRange");
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FRandom pr_oldsoul ("BetaLostSoul");
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//
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// SkullAttack
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@ -54,6 +55,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
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A_SkullAttack(self, n);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
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{
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int damage;
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if (!self || !self->target || self->target->GetSpecies() == self->GetSpecies())
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return;
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S_Sound (self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NORM);
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A_FaceTarget(self);
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damage = (pr_oldsoul()%8+1)*self->Damage;
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P_DamageMobj(self->target, self, self, damage, NAME_None);
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}
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//==========================================================================
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//
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// CVAR transsouls
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@ -947,6 +947,12 @@ DEFINE_MAP_OPTION(secretnext, true)
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parse.ParseNextMap(info->secretmap);
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}
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DEFINE_MAP_OPTION(secret, true) // Just an alias for secretnext, for Vavoom compatibility
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{
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parse.ParseAssign();
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parse.ParseNextMap(info->secretmap);
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}
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DEFINE_MAP_OPTION(cluster, true)
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{
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parse.ParseAssign();
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@ -998,6 +1004,14 @@ DEFINE_MAP_OPTION(sky2, true)
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}
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}
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// Vavoom compatibility
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DEFINE_MAP_OPTION(skybox, true)
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{
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parse.ParseAssign();
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parse.ParseLumpOrTextureName(info->skypic1);
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info->skyspeed1 = 0;
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}
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DEFINE_MAP_OPTION(fade, true)
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{
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parse.ParseAssign();
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@ -168,13 +168,19 @@ static int P_Set3DFloor(line_t * line, int param,int param2, int alpha)
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if (l->args[0])
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{
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// Yes, Vavoom's 3D-floor definitions suck!
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static DWORD vavoomcolors[]={
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0, 0x101080, 0x801010, 0x108010, 0x287020, 0xf0f010};
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// The content list changed in r1783 of Vavoom to be unified
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// among all its supported games, so it has now ten different
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// values instead of just five.
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static DWORD vavoomcolors[]={VC_EMPTY,
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VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
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VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER};
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flags|=FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_FLOOD;
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l->frontsector->ColorMap = GetSpecialLights (l->frontsector->ColorMap->Color,
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vavoomcolors[l->args[0]],
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l->frontsector->ColorMap->Desaturate);
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l->frontsector->ColorMap =
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GetSpecialLights (l->frontsector->ColorMap->Color,
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vavoomcolors[l->args[0]]&VC_COLORMASK,
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(vavoomcolors[l->args[0]]&VC_ALPHAMASK)>>24);
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// l->frontsector->ColorMap->Desaturate);
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}
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alpha=(alpha*255)/100;
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break;
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@ -39,7 +39,22 @@ typedef enum
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} ffloortype_e;
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// This is for the purpose of Sector_SetContents:
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enum : unsigned int
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{
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VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB:
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VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080)
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VC_LAVA = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (was 0xf0f010)
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VC_NUKAGE = 0x9632FF32, // 50, 255, 50, 150 -> 96.32.FF.32 (was 0x108010)
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VC_SLIME = 0x96001905, // 0, 25, 5, 150 -> 96.00.19.05 (was 0x287020)
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VC_HELLSLIME = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (wasn't covered)
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VC_BLOOD = 0x96A00A0A, // 160, 16, 16, 150 -> 96.A0.0A.0A (was 0x801010)
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VC_SLUDGE = 0x9680A080, // 128, 160, 128, 150 -> 96.80.A0.80 (wasn't covered)
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VC_HAZARD = 0x8080A080, // 128, 160, 128, 128 -> 80.80.A0.80 (wasn't covered)
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VC_BOOMWATER = 0x80004FA5, // Boom WATERMAP: -> 80.00.4F.A5 (wasn't covered)
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VC_ALPHAMASK = 0xFF000000,
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VC_COLORMASK = 0x00FFFFFF,
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};
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#ifdef _3DFLOORS
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@ -1594,12 +1594,12 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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#else
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// When flying, slide up or down blocking lines until the actor
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// is not blocked.
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if (thing->z+thing->height > tmceilingz)
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if (thing->z+thing->height > tm.ceilingz)
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{
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thing->velz = -8*FRACUNIT;
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goto pushline;
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}
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else if (thing->z < tmfloorz && tmfloorz-tmdropoffz > thing->MaxDropOffHeight)
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else if (thing->z < tm.floorz && tm.floorz-tm.dropoffz > thing->MaxDropOffHeight)
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{
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thing->velz = 8*FRACUNIT;
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goto pushline;
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<< MaxStepHeight;
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if (SaveVersion < 1796)
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{
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int bouncetype, bounceflags;
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arc << bouncetype;
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int BounceFlags, bounceflags;
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arc << BounceFlags;
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bounceflags = 0;
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if (bouncetype & 4)
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if (BounceFlags & 4)
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bounceflags |= BOUNCE_UseSeeSound;
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bouncetype &= 3;
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if (bouncetype == 1) bounceflags |= BOUNCE_Doom;
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else if (bouncetype == 2) bounceflags |= BOUNCE_Heretic;
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else if (bouncetype == 3) bounceflags |= BOUNCE_Hexen;
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BounceFlags &= 3;
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if (BounceFlags == 1) bounceflags |= BOUNCE_Doom;
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else if (BounceFlags == 2) bounceflags |= BOUNCE_Heretic;
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else if (BounceFlags == 3) bounceflags |= BOUNCE_Hexen;
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if (flags3 & 0x00800000)
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flags3 &= ~0x00800000, bounceflags |= BOUNCE_CanBounceWater;
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if (flags3 & 0x01000000)
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//
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if ((mo->flags & MF_FLOAT) && !(mo->flags2 & MF2_DORMANT) && mo->target)
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{ // float down towards target if too close
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if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
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if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
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{
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dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
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delta = (mo->target->z + (mo->height>>1)) - mo->z;
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}
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else if (mo->flags3 & MF3_NOEXPLODEFLOOR)
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{
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mo->velz = 0;
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P_HitFloor (mo);
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mo->velz = 0;
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return;
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}
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else if (mo->flags3 & MF3_FLOORHUGGER)
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mo->FloorBounceMissile (mo->ceilingsector->ceilingplane);
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return;
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}
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if (mo->velz > 0)
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mo->velz = 0;
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if (mo->flags & MF_SKULLFLY)
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{ // the skull slammed into something
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mo->velz = -mo->velz;
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}
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if (mo->velz > 0)
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mo->velz = 0;
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if (mo->flags & MF_MISSILE &&
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(!(gameinfo.gametype & GAME_DoomChex) || !(mo->flags & MF_NOCLIP)))
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{
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P_CheckMissileSpawn(th);
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return th;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_SpawnMissileAngle
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@ -80,6 +80,7 @@ ACTOR Actor native //: Thinker
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action native A_HeadAttack();
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action native A_BruisAttack();
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action native A_SkullAttack(float speed = 20);
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action native A_BetaSkullAttack();
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action native A_Metal();
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action native A_SpidRefire();
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action native A_BabyMetal();
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action native A_BrainExplode();
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action native A_Die(name damagetype = "none");
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action native A_Detonate();
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action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0);
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action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
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action native A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
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action native A_SetFloorClip();
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@ -49,3 +49,33 @@ ACTOR LostSoul 3006
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Stop
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}
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}
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Actor BetaSkull : LostSoul 9037
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{
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States
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{
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Spawn:
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SKUL A 10 A_Look
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Loop
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See:
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SKUL BCDA 5 A_Chase
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Loop
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Missile:
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SKUL E 4 A_FaceTarget
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SKUL F 5 A_BetaSkullAttack
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SKUL F 4
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Goto See
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Pain:
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SKUL G 4
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SKUL H 2 A_Pain
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SKUL I 4
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Goto See
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Death:
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SKUL JKLM 5
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SKUL N 5 A_Scream
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SKUL O 5
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SKUL P 5 A_Fall
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SKUL Q 5 A_Stop
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Wait
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}
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}
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