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- re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER. # Conflicts: # src/g_inventory/a_pickups.cpp # src/g_inventory/a_pickups.h
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6 changed files with 8 additions and 31 deletions
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@ -60,6 +60,7 @@
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#include "p_conversation.h"
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#include "p_conversation.h"
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#include "g_level.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "d_event.h"
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#include "p_enemy.h"
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#include "m_argv.h"
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#include "m_argv.h"
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#include "p_lnspec.h"
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#include "p_lnspec.h"
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#include "v_video.h"
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#include "v_video.h"
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@ -2088,19 +2089,7 @@ uint8_t *FDynamicBuffer::GetData (int *len)
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static int KillAll(PClassActor *cls)
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static int KillAll(PClassActor *cls)
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{
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{
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AActor *actor;
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return P_Massacre(false, cls);
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int killcount = 0;
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TThinkerIterator<AActor> iterator(cls);
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while ( (actor = iterator.Next ()) )
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{
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if (actor->IsA(cls))
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{
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if (!(actor->flags2 & MF2_DORMANT) && (actor->flags3 & MF3_ISMONSTER))
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killcount += actor->Massacre ();
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}
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}
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return killcount;
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}
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}
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static int RemoveClass(const PClass *cls)
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static int RemoveClass(const PClass *cls)
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@ -148,20 +148,6 @@ void AInventory::Serialize(FSerializer &arc)
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("droptime", DropTime, def->DropTime);
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("droptime", DropTime, def->DropTime);
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}
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}
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//===========================================================================
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//
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// AInventory :: Massacre
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//
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// This is a countermeasure for Dehacked modifications mainly.
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//
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//===========================================================================
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bool AInventory::Massacre()
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{
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if (Owner == nullptr) return Super::Massacre();
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return false;
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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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//
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@ -72,7 +72,6 @@ public:
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virtual void Serialize(FSerializer &arc) override;
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virtual void Serialize(FSerializer &arc) override;
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virtual void Tick() override;
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virtual void Tick() override;
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virtual bool Massacre() override;
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bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // Wrapper for script function.
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bool CallTryPickup(AActor *toucher, AActor **toucher_return = NULL); // Wrapper for script function.
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@ -3475,7 +3475,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
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//
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//
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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int P_Massacre (bool baddies)
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int P_Massacre (bool baddies, PClassActor *cls)
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{
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{
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// jff 02/01/98 'em' cheat - kill all monsters
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// jff 02/01/98 'em' cheat - kill all monsters
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// partially taken from Chi's .46 port
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// partially taken from Chi's .46 port
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@ -3485,7 +3485,7 @@ int P_Massacre (bool baddies)
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int killcount = 0;
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int killcount = 0;
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AActor *actor;
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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TThinkerIterator<AActor> iterator(cls);
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while ( (actor = iterator.Next ()) )
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while ( (actor = iterator.Next ()) )
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{
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{
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@ -67,7 +67,7 @@ void A_FaceTarget(AActor *actor);
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void A_Face(AActor *self, AActor *other, DAngle max_turn = 0., DAngle max_pitch = 270., DAngle ang_offset = 0., DAngle pitch_offset = 0., int flags = 0, double z_add = 0);
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void A_Face(AActor *self, AActor *other, DAngle max_turn = 0., DAngle max_pitch = 270., DAngle ang_offset = 0., DAngle pitch_offset = 0., int flags = 0, double z_add = 0);
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bool CheckBossDeath (AActor *);
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bool CheckBossDeath (AActor *);
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int P_Massacre (bool baddies = false);
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int P_Massacre (bool baddies = false, PClassActor *cls = nullptr);
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bool P_CheckMissileRange (AActor *actor);
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bool P_CheckMissileRange (AActor *actor);
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#define SKULLSPEED (20.)
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#define SKULLSPEED (20.)
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@ -212,6 +212,9 @@ class Inventory : Actor native
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}
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}
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ChangeTid(0);
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ChangeTid(0);
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bSpecial = false;
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bSpecial = false;
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// if the item was turned into a monster through Dehacked, undo that here.
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bCountkill = false;
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bIsMonster = false;
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ChangeStatNum(STAT_INVENTORY);
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ChangeStatNum(STAT_INVENTORY);
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// stop all sounds this item is playing.
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// stop all sounds this item is playing.
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for(int i = 1;i<=7;i++) A_StopSound(i);
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for(int i = 1;i<=7;i++) A_StopSound(i);
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