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- added a CANUSEWALLS flag which allows a monster to activate 'use' specials
like doors. This flag is on by default for any monster which was the previous behavior. - Optimized the DECORATE flag parser so it can more efficiently handle the deprecated flags. As a side effect of this optimization the deprecated flags became usable in A_ChangeFlag again. - Changed LONGMELEERANGE flag into a MeleeThreshold property. - Changed SHORTMISSILERANGE flag into a MaxTargetRange property. - Added Thing_Stop action special. SVN r517 (trunk)
This commit is contained in:
parent
8c7d4fb393
commit
9deec29b34
11 changed files with 154 additions and 49 deletions
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@ -1,4 +1,13 @@
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April 22, 2007 (Changes by Graf Zahl)
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- added a CANUSEWALLS flag which allows a monster to activate 'use' specials
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like doors. This flag is on by default for any monster which was the
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previous behavior.
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- Optimized the DECORATE flag parser so it can more efficiently handle
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the deprecated flags. As a side effect of this optimization the deprecated
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flags became usable in A_ChangeFlag again.
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- Changed LONGMELEERANGE flag into a MeleeThreshold property.
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- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
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- Added Thing_Stop action special.
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- Changed ACS's SetActorState so that it isn't limited to only one sublabel.
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This change also enables the implicit mapping of the old special death
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state names.
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16
src/actor.h
16
src/actor.h
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@ -252,11 +252,11 @@ enum
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MF4_ACTLIKEBRIDGE = 0x00000080, // Pickups can "stand" on this actor
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MF4_STRIFEDAMAGE = 0x00000100, // Strife projectiles only do up to 4x damage, not 8x
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MF4_LONGMELEERANGE = 0x00000200,
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MF4_MISSILEMORE = 0x00000400,
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MF4_MISSILEEVENMORE = 0x00000800,
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MF4_SHORTMISSILERANGE=0x00001000,
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MF4_DONTFALL = 0x00002000,
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MF4_CANUSEWALLS = 0x00000200, // Can activate 'use' specials
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MF4_MISSILEMORE = 0x00000400, // increases the chance of a missile attack
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MF4_MISSILEEVENMORE = 0x00000800, // significantly increases the chance of a missile attack
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// unused flag
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MF4_DONTFALL = 0x00002000, // Doesn't have NOGRAVITY disabled when dying.
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MF4_SEESDAGGERS = 0x00004000, // This actor can see you striking with a dagger
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MF4_INCOMBAT = 0x00008000, // Don't alert others when attacked by a dagger
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MF4_LOOKALLAROUND = 0x00010000, // Monster has eyes in the back of its head
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@ -680,7 +680,11 @@ public:
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BYTE boomwaterlevel; // splash information for non-swimmable water sectors
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BYTE MinMissileChance;// [RH] If a random # is > than this, then missile attack.
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WORD SpawnFlags;
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fixed_t meleerange;
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fixed_t meleerange; // specifies how far a melee attack reaches.
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fixed_t meleethreshold; // Distance below which a monster doesn't try to shoot missiles anynore
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// but instead tries to come closer for a melee attack.
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// This is not the same as meleerange
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fixed_t maxtargetrange; // any target farther away cannot be attacked
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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fixed_t gravity; // [GRB] Gravity factor
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@ -54,6 +54,7 @@ IMPLEMENT_ACTOR (AStrifePuff, Strife, -1, 0)
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PROP_SpawnState (4)
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PROP_CrashState (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags4 (MF4_ALLOWPARTICLES)
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PROP_Alpha (TRANSLUC25)
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PROP_RenderStyle (STYLE_Translucent)
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END_DEFAULTS
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@ -89,6 +90,7 @@ IMPLEMENT_ACTOR (AStrifeSpark, Strife, -1, 0)
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PROP_SpawnState (0)
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PROP_CrashState (8)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags4 (MF4_ALLOWPARTICLES)
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PROP_RenderStyle (STYLE_Add)
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PROP_Alpha (TRANSLUC25)
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END_DEFAULTS
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@ -416,6 +416,7 @@ void FActorInfo::ApplyDefaults (BYTE *defaults)
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if (((AActor *)defaults)->flags & MF_COUNTKILL)
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{
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((AActor *)defaults)->flags3 |= MF3_ISMONSTER;
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((AActor *)defaults)->flags4 |= MF4_CANUSEWALLS; // I won't bother changing all internal monster definitions so let's set this here.
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}
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// Any default projectile in Raven's games produces blood splatter
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if (gameinfo.gametype & GAME_Raven && ((AActor *)defaults)->flags & MF_MISSILE)
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@ -324,10 +324,10 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
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// Making these values customizable is not necessary and in most case more confusing than
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// helpful because no value here translates into anything really meaningful.
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if (flags4 & MF4_SHORTMISSILERANGE && dist>14*64*FRACUNIT)
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return false; // The Arch Vile's special behavior turned into a flag
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if (maxtargetrange > 0 && dist > maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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if (flags4 & MF4_LONGMELEERANGE && dist < 196*FRACUNIT)
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if (dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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@ -521,8 +521,8 @@ bool P_Move (AActor *actor)
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while (spechit.Pop (ld))
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{
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// [RH] let monsters push lines, as well as use them
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if (P_ActivateLine (ld, actor, 0, SPAC_USE) ||
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((actor->flags & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
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if (((actor->flags4 & MF4_CANUSEWALLS) && P_ActivateLine (ld, actor, 0, SPAC_USE)) ||
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((actor->flags2 & MF2_PUSHWALL) && P_ActivateLine (ld, actor, 0, SPAC_PUSH)))
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{
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good |= ld == BlockingLine ? 1 : 2;
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}
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@ -1415,6 +1415,34 @@ FUNC(LS_Thing_Raise)
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return ok;
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}
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FUNC(LS_Thing_Stop)
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// Thing_Stop(tid)
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{
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AActor * target;
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bool ok = false;
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if (arg0==0)
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{
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if (it != NULL)
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{
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it->momx = it->momy = it->momz = 0;
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ok = true;
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}
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}
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else
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{
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TActorIterator<AActor> iterator (arg0);
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while ( (target = iterator.Next ()) )
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{
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target->momx = target->momy = target->momz = 0;
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ok = true;
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}
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}
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return ok;
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}
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FUNC(LS_Thing_SetGoal)
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// Thing_SetGoal (tid, goal, delay, chasegoal)
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{
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while ( (target = iterator.Next ()) )
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{
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ok = true;
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target->Translation = range;
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target->Translation = range==0? target->GetDefault()->Translation : range;
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}
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return ok;
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@ -2739,7 +2767,7 @@ lnSpecFunc LineSpecials[256] =
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LS_NOP, // Transfer_WallLight
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LS_Thing_Raise,
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LS_StartConversation,
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LS_NOP, // 19
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LS_Thing_Stop,
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LS_Floor_LowerByValue,
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LS_Floor_LowerToLowest,
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LS_Floor_LowerToNearest,
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@ -59,6 +59,7 @@ typedef enum {
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Transfer_WallLight = 16,
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Thing_Raise = 17,
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StartConversation = 18,
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Thing_Stop = 19,
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Floor_LowerByValue = 20,
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Floor_LowerToLowest = 21,
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@ -311,6 +311,8 @@ void AActor::Serialize (FArchive &arc)
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<< MaxStepHeight
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<< bouncefactor
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<< bouncecount
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<< maxtargetrange
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<< meleethreshold
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<< meleerange
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<< DamageType
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<< gravity;
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126
src/thingdef.cpp
126
src/thingdef.cpp
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@ -90,6 +90,7 @@ TArray<FName> JumpParameters;
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// [RH] Keep GCC quiet by not using offsetof on Actor types.
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#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
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#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
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#define DEFINE_DEPRECATED_FLAG(name, type, index) { index, #name, -1 }
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struct flagdef
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{
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DEFINE_FLAG(MF4, FIXMAPTHINGPOS , AActor, flags4),
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DEFINE_FLAG(MF4, ACTLIKEBRIDGE, AActor, flags4),
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DEFINE_FLAG(MF4, STRIFEDAMAGE, AActor, flags4),
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DEFINE_FLAG(MF4, LONGMELEERANGE, AActor, flags4),
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DEFINE_FLAG(MF4, CANUSEWALLS, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEMORE, AActor, flags4),
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DEFINE_FLAG(MF4, MISSILEEVENMORE, AActor, flags4),
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DEFINE_FLAG(MF4, SHORTMISSILERANGE, AActor, flags4),
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DEFINE_FLAG(MF4, DONTFALL, AActor, flags4),
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DEFINE_FLAG(MF4, SEESDAGGERS, AActor, flags4),
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DEFINE_FLAG(MF4, INCOMBAT, AActor, flags4),
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DEFINE_FLAG2(FX_ROCKET, ROCKETTRAIL, AActor, effects),
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DEFINE_FLAG2(FX_GRENADE, GRENADETRAIL, AActor, effects),
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DEFINE_FLAG(RF, INVISIBLE, AActor, renderflags),
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// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor, 0),
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DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor, 1),
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DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor, 2),
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DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor, 3),
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DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor, 4),
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};
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static flagdef InventoryFlags[] =
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return NULL;
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}
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//===========================================================================
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//
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// HandleDeprecatedFlags
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//
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// Handles the deprecated flags and sets the respective properties
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// to appropriate values. This is solely intended for backwards
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// compatibility so mixing this with code that is aware of the real
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// properties is not recommended
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//
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//===========================================================================
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static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
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{
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switch (index)
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{
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case 0: // FIREDAMAGE
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defaults->DamageType = set? NAME_Fire : NAME_None;
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break;
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case 1: // ICEDAMAGE
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defaults->DamageType = set? NAME_Ice : NAME_None;
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break;
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case 2: // LOWGRAVITY
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defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
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break;
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case 3: // SHORTMISSILERANGE
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defaults->maxtargetrange = set? 896*FRACUNIT : 0;
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break;
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case 4: // LONGMELEERANGE
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defaults->meleethreshold = set? 196*FRACUNIT : 0;
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break;
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default:
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break; // silence GCC
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}
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}
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//===========================================================================
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//
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// A_ChangeFlag
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if (fd != NULL)
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{
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int * flagp = (int*) (((char*)self) + fd->structoffset);
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if (fd->structoffset == -1)
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{
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HandleDeprecatedFlags(self, !!expression, fd->flagbit);
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}
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else
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{
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int * flagp = (int*) (((char*)self) + fd->structoffset);
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if (expression) *flagp |= fd->flagbit;
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else *flagp &= ~fd->flagbit;
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if (expression) *flagp |= fd->flagbit;
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else *flagp &= ~fd->flagbit;
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}
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}
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else
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{
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bag.Info->Class->Meta.SetMetaFixed (AMETA_BurnHeight, h <= 0 ? -1 : h);
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}
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//==========================================================================
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//
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//==========================================================================
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static void ActorMaxTargetRange (AActor *defaults, Baggage &bag)
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{
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SC_MustGetFloat();
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defaults->maxtargetrange = fixed_t(sc_Float*FRACUNIT);
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}
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//==========================================================================
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//
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//==========================================================================
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static void ActorMeleeThreshold (AActor *defaults, Baggage &bag)
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{
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SC_MustGetFloat();
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defaults->meleethreshold = fixed_t(sc_Float*FRACUNIT);
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}
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//==========================================================================
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//
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//==========================================================================
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defaults->flags|=MF_SHOOTABLE|MF_COUNTKILL|MF_SOLID;
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defaults->flags2|=MF2_PUSHWALL|MF2_MCROSS|MF2_PASSMOBJ;
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defaults->flags3|=MF3_ISMONSTER;
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defaults->flags4|=MF4_CANUSEWALLS;
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}
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//==========================================================================
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@ -3237,32 +3305,20 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
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SC_MustGetString ();
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// Fire and ice damage were once flags but now are not.
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if (SC_Compare ("FIREDAMAGE"))
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FString part1 = sc_String;
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const char *part2 = NULL;
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if (SC_CheckString ("."))
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{
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if (mod == '+') defaults->DamageType = NAME_Fire;
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else defaults->DamageType = NAME_None;
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SC_MustGetString ();
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part2 = sc_String;
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}
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else if (SC_Compare ("ICEDAMAGE"))
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if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
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{
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if (mod == '+') defaults->DamageType = NAME_Ice;
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else defaults->DamageType = NAME_None;
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}
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else if (SC_Compare ("LOWGRAVITY"))
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{
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if (mod == '+') defaults->gravity = FRACUNIT/8;
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else defaults->gravity = FRACUNIT;
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}
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else
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{
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FString part1 = sc_String;
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const char *part2 = NULL;
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if (SC_CheckString ("."))
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if (fd->structoffset == -1) // this is a deprecated flag that has been changed into a real property
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{
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SC_MustGetString ();
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part2 = sc_String;
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HandleDeprecatedFlags(defaults, mod=='+', fd->flagbit);
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}
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if ( (fd = FindFlag (bag.Info->Class, part1.GetChars(), part2)) )
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else
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{
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DWORD * flagvar = (DWORD*) ((char*)defaults + fd->structoffset);
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if (mod == '+')
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@ -3274,16 +3330,16 @@ static void ActorFlagSetOrReset (AActor *defaults, Baggage &bag)
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*flagvar &= ~fd->flagbit;
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}
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}
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}
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else
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{
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if (part2 == NULL)
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{
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SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
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}
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else
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{
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if (part2 == NULL)
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{
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SC_ScriptError("\"%s\" is an unknown flag\n", part1.GetChars());
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}
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else
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{
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SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
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}
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SC_ScriptError("\"%s.%s\" is an unknown flag\n", part1.GetChars(), part2);
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}
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}
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}
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@ -4105,10 +4161,12 @@ static const ActorProps props[] =
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{ "mass", ActorMass, RUNTIME_CLASS(AActor) },
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{ "maxdropoffheight", ActorMaxDropoffHeight, RUNTIME_CLASS(AActor) },
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{ "maxstepheight", ActorMaxStepHeight, RUNTIME_CLASS(AActor) },
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{ "maxtargetrange", ActorMaxTargetRange, RUNTIME_CLASS(AActor) },
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{ "melee", ActorMeleeState, RUNTIME_CLASS(AActor) },
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{ "meleedamage", ActorMeleeDamage, RUNTIME_CLASS(AActor) },
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{ "meleerange", ActorMeleeRange, RUNTIME_CLASS(AActor) },
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{ "meleesound", ActorMeleeSound, RUNTIME_CLASS(AActor) },
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{ "meleethreshold", ActorMeleeThreshold, RUNTIME_CLASS(AActor) },
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{ "minmissilechance", ActorMinMissileChance, RUNTIME_CLASS(AActor) },
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{ "missile", ActorMissileState, RUNTIME_CLASS(AActor) },
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{ "missileheight", ActorMissileHeight, RUNTIME_CLASS(AActor) },
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@ -15,8 +15,8 @@ ACTOR Archvile 64
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Speed 15
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PainChance 10
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Monster
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MaxTargetRange 896
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+QUICKTORETALIATE
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+SHORTMISSILERANGE
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+FLOORCLIP
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+NOTARGET
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SeeSound "vile/sight"
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@ -14,7 +14,7 @@ ACTOR Revenant 66
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Speed 10
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PainChance 100
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Monster
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+LONGMELEERANGE
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MeleeThreshold 196
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+MISSILEMORE
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+FLOORCLIP
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SeeSound "skeleton/sight"
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Reference in a new issue