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- Added: Boolean to specify if A_Raise functions should perform CopyFriendliness based upon who raised it. By default, this is false.
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b2fdd32b0a
commit
94f08aa593
5 changed files with 35 additions and 13 deletions
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@ -1510,7 +1510,7 @@ FUNC(LS_Thing_Raise)
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if (arg0==0)
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if (arg0==0)
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{
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{
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ok = P_Thing_Raise (it);
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ok = P_Thing_Raise (it,NULL);
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}
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}
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else
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else
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{
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{
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@ -1518,7 +1518,7 @@ FUNC(LS_Thing_Raise)
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while ( (target = iterator.Next ()) )
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while ( (target = iterator.Next ()) )
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{
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{
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ok |= P_Thing_Raise(target);
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ok |= P_Thing_Raise(target,NULL);
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}
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}
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}
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}
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return ok;
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return ok;
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@ -171,7 +171,7 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog);
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int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
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int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob);
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob);
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void P_RemoveThing(AActor * actor);
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void P_RemoveThing(AActor * actor);
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bool P_Thing_Raise(AActor *thing);
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bool P_Thing_Raise(AActor *thing, AActor *raiser);
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bool P_Thing_CanRaise(AActor *thing);
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bool P_Thing_CanRaise(AActor *thing);
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const PClass *P_GetSpawnableType(int spawnnum);
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const PClass *P_GetSpawnableType(int spawnnum);
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@ -412,7 +412,7 @@ void P_RemoveThing(AActor * actor)
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}
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}
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bool P_Thing_Raise(AActor *thing)
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bool P_Thing_Raise(AActor *thing, AActor *raiser)
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{
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{
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FState * RaiseState = thing->GetRaiseState();
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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if (RaiseState == NULL)
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@ -445,6 +445,12 @@ bool P_Thing_Raise(AActor *thing)
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thing->Revive();
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thing->Revive();
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if (raiser != NULL)
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{
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// Let's copy the friendliness of the one who raised it.
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thing->CopyFriendliness(raiser, false);
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}
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thing->SetState (RaiseState);
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thing->SetState (RaiseState);
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return true;
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return true;
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}
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}
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@ -3761,11 +3761,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
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// A_RaiseMaster
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// A_RaiseMaster
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//
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//
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//===========================================================================
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RaiseMaster)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(copy, 0);
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if (self->master != NULL)
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if (self->master != NULL)
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{
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{
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P_Thing_Raise(self->master);
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if (copy)
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P_Thing_Raise(self->master, self);
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else
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P_Thing_Raise(self->master, NULL);
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}
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}
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}
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}
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@ -3774,8 +3780,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
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// A_RaiseChildren
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// A_RaiseChildren
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//
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//
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//===========================================================================
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RaiseChildren)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(copy, 0);
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TThinkerIterator<AActor> it;
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TThinkerIterator<AActor> it;
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AActor *mo;
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AActor *mo;
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@ -3783,7 +3791,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
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{
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{
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if (mo->master == self)
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if (mo->master == self)
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{
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{
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P_Thing_Raise(mo);
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if (copy)
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P_Thing_Raise(mo, self);
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else
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P_Thing_Raise(mo, NULL);
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}
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}
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}
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}
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}
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}
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@ -3793,8 +3804,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
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// A_RaiseSiblings
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// A_RaiseSiblings
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//
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//
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//===========================================================================
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RaiseSiblings)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(copy, 0);
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TThinkerIterator<AActor> it;
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TThinkerIterator<AActor> it;
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AActor *mo;
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AActor *mo;
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@ -3804,7 +3817,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
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{
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{
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if (mo->master == self->master && mo != self)
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if (mo->master == self->master && mo != self)
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{
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{
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P_Thing_Raise(mo);
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if (copy)
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P_Thing_Raise(mo, self);
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else
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P_Thing_Raise(mo, NULL);
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}
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}
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}
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}
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}
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}
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@ -241,9 +241,9 @@ ACTOR Actor native //: Thinker
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action native A_KillMaster(name damagetype = "none", int flags = 0);
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action native A_KillMaster(name damagetype = "none", int flags = 0);
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action native A_KillChildren(name damagetype = "none", int flags = 0);
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action native A_KillChildren(name damagetype = "none", int flags = 0);
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action native A_KillSiblings(name damagetype = "none", int flags = 0);
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action native A_KillSiblings(name damagetype = "none", int flags = 0);
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action native A_RaiseMaster();
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action native A_RaiseMaster(bool copy = 0);
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action native A_RaiseChildren();
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action native A_RaiseChildren(bool copy = 0);
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action native A_RaiseSiblings();
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action native A_RaiseSiblings(bool copy = 0);
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action native A_CheckFloor(state label);
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action native A_CheckFloor(state label);
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action native A_CheckCeiling(state label);
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action native A_CheckCeiling(state label);
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action native A_PlayerSkinCheck(state label);
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action native A_PlayerSkinCheck(state label);
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