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- fixed the bloodspawning completely: It has to check for parent class's states, too, so that inherited blood still works
- made the 'Spray' state in P_SpawnBlood available for all games. SVN r3580 (trunk)
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bf48b7620c
commit
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2 changed files with 34 additions and 16 deletions
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@ -232,6 +232,11 @@ struct FActorInfo
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return FindState(1, &name);
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}
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bool OwnsState(const FState *state)
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{
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return state >= OwnedStates && state < OwnedStates + NumOwnedStates;
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}
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FActorInfo *GetReplacement (bool lookskill=true);
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FActorInfo *GetReplacee (bool lookskill=true);
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@ -4657,19 +4657,20 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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{
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th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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}
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FState *state = th->FindState(NAME_Spray);
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if (state != NULL)
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{
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if (damage > 13)
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{
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th->SetState (state);
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}
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else damage += 2;
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}
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// Moved out of the blood actor so that replacing blood is easier
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if (gameinfo.gametype & GAME_DoomStrifeChex)
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{
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if (gameinfo.gametype == GAME_Strife)
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{
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if (damage > 13)
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{
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FState *state = th->FindState(NAME_Spray);
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if (state != NULL) th->SetState (state);
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}
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else damage += 2;
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}
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int advance = 0;
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if (damage <= 12 && damage >= 9)
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{
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@ -4679,19 +4680,31 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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{
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advance = 2;
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}
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FActorInfo *ai = th->GetClass()->ActorInfo;
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for (; advance > 0; --advance)
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PClass *cls = th->GetClass();
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while (cls != RUNTIME_CLASS(AActor))
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{
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// [RH] Do not set to a state we do not own.
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if (th->SpawnState + advance < ai->OwnedStates + ai->NumOwnedStates)
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FActorInfo *ai = cls->ActorInfo;
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if (ai->OwnsState(th->SpawnState))
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{
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th->SetState(th->SpawnState + advance);
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break;
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for (; advance > 0; --advance)
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{
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// [RH] Do not set to a state we do not own.
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if (ai->OwnsState(th->SpawnState + advance))
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{
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th->SetState(th->SpawnState + advance);
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goto statedone;
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}
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}
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}
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cls = cls->ParentClass;
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}
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}
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}
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statedone:
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if (bloodtype >= 1)
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P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor);
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}
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