mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Changed handling of AUTOPAGE texture so that it is properly inserted into
the texture manager even if it is from Raven's IWADs. - Removed code related to internal ActorInfo definitions from dobjtype.cpp. - removed unneeded file dehackedactions.h SVN r1162 (trunk)
This commit is contained in:
parent
765ccd0100
commit
b1d36182c4
8 changed files with 70 additions and 184 deletions
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@ -1,3 +1,9 @@
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August 12, 2008 (Changes by Graf Zahl)
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- Changed handling of AUTOPAGE texture so that it is properly inserted into
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the texture manager even if it is from Raven's IWADs.
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- Removed code related to internal ActorInfo definitions from dobjtype.cpp.
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- removed unneeded file dehackedactions.h
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August 11, 2008
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- Ported asm_x86_64/tmap3.nas to AT&T syntax so it can be compiled with gas.
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After finding out that gas does have directives to describe the .eh_frame
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@ -337,7 +337,7 @@ static int markpointnum = 0; // next point to be assigned
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static int followplayer = 1; // specifies whether to follow the player around
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static FTexture *mapback; // the automap background
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static FTextureID mapback; // the automap background
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static fixed_t mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff.
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static fixed_t mapxstart=0; //x-value for the bitmap.
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@ -534,19 +534,24 @@ static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy)
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mapxstart -= MulScale12 (dmapx, scale_mtof);
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mapystart -= MulScale12 (dmapy, scale_mtof);
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if (mapback != NULL)
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if (mapback.isValid())
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{
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int pwidth = mapback->GetWidth() << MAPBITS;
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int pheight = mapback->GetHeight() << MAPBITS;
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FTexture *backtex = TexMan[mapback];
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while(mapxstart > 0)
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mapxstart -= pwidth;
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while(mapxstart <= -pwidth)
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mapxstart += pwidth;
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while(mapystart > 0)
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mapystart -= pheight;
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while(mapystart <= -pheight)
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mapystart += pheight;
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if (backtex != NULL)
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{
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int pwidth = backtex->GetWidth() << MAPBITS;
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int pheight = backtex->GetHeight() << MAPBITS;
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while(mapxstart > 0)
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mapxstart -= pwidth;
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while(mapxstart <= -pwidth)
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mapxstart += pwidth;
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while(mapystart > 0)
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mapystart -= pheight;
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while(mapystart <= -pheight)
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mapystart += pheight;
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}
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}
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}
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@ -737,23 +742,7 @@ void AM_loadPics ()
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marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
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}
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if (mapback == NULL)
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{
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i = Wads.CheckNumForName ("AUTOPAGE");
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if (i >= 0)
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{
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mapback = FTexture::CreateTexture(i, FTexture::TEX_Autopage);
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}
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}
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}
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void AM_unloadPics ()
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{
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if (mapback != NULL)
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{
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delete mapback;
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mapback = NULL;
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}
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mapback = TexMan.CheckForTexture("AUTOPAGE", FTexture::TEX_MiscPatch);
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}
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bool AM_clearMarks ()
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@ -788,7 +777,6 @@ void AM_LevelInit ()
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//
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void AM_Stop ()
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{
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AM_unloadPics ();
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automapactive = false;
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stopped = true;
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BorderNeedRefresh = screen->GetPageCount ();
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@ -1063,22 +1051,26 @@ void AM_Ticker ()
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//
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void AM_clearFB (const AMColor &color)
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{
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if (mapback == NULL || !am_drawmapback)
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if (!mapback.isValid() || !am_drawmapback)
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{
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screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB);
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}
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else
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{
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int pwidth = mapback->GetWidth();
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int pheight = mapback->GetHeight();
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int x, y;
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//blit the automap background to the screen.
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for (y = mapystart >> MAPBITS; y < f_h; y += pheight)
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FTexture *backtex = TexMan[mapback];
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if (backtex != NULL)
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{
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for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth)
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int pwidth = backtex->GetWidth();
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int pheight = backtex->GetHeight();
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int x, y;
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//blit the automap background to the screen.
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for (y = mapystart >> MAPBITS; y < f_h; y += pheight)
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{
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screen->DrawTexture (mapback, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
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for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth)
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{
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screen->DrawTexture (backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
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}
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}
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}
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}
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@ -1,108 +0,0 @@
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// This file is included by d_dehacked.cpp twice.
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// The first time is to prototype these functions, and the second
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// time is to define them in the CodePtrs list. The macros are
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// defined appropriately to get the desired effect each time.
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ACTOR(MonsterRail)
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WEAPON(FireRailgun)
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WEAPON(FireRailgunLeft)
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WEAPON(FireRailgunRight)
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WEAPON(RailWait)
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WEAPON(Light0)
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WEAPON(WeaponReady)
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WEAPON(Lower)
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WEAPON(Raise)
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WEAPON(Punch)
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WEAPON(ReFire)
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WEAPON(FirePistol)
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WEAPON(Light1)
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WEAPON(FireShotgun)
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WEAPON(Light2)
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WEAPON(FireShotgun2)
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WEAPON(CheckReload)
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WEAPON(OpenShotgun2)
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WEAPON(LoadShotgun2)
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WEAPON(CloseShotgun2)
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WEAPON(FireCGun)
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WEAPON(GunFlash)
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WEAPON(FireMissile)
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WEAPON(Saw)
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WEAPON(FirePlasma)
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WEAPON(BFGsound)
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WEAPON(FireBFG)
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ACTOR(BFGSpray)
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ACTOR(Explode)
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ACTOR(Pain)
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ACTOR(PlayerScream)
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ACTOR(NoBlocking)
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ACTOR(XScream)
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ACTOR(Look)
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ACTOR(Chase)
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ACTOR(FaceTarget)
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ACTOR(PosAttack)
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ACTOR(Scream)
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ACTOR(SPosAttack)
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ACTOR(VileChase)
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ACTOR(VileStart)
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ACTOR(VileTarget)
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ACTOR(VileAttack)
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ACTOR(StartFire)
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ACTOR(Fire)
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ACTOR(FireCrackle)
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ACTOR(Tracer)
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ACTOR(SkelWhoosh)
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ACTOR(SkelFist)
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ACTOR(SkelMissile)
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ACTOR(FatRaise)
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ACTOR(FatAttack1)
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ACTOR(FatAttack2)
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ACTOR(FatAttack3)
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ACTOR(BossDeath)
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ACTOR(CPosAttack)
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ACTOR(CPosRefire)
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ACTOR(TroopAttack)
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ACTOR(SargAttack)
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ACTOR(HeadAttack)
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ACTOR(BruisAttack)
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ACTOR(SkullAttack)
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ACTOR(Metal)
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ACTOR(SpidRefire)
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ACTOR(BabyMetal)
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ACTOR(BspiAttack)
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ACTOR(Hoof)
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ACTOR(CyberAttack)
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ACTOR(PainAttack)
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ACTOR(PainDie)
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ACTOR(KeenDie)
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ACTOR(BrainPain)
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ACTOR(BrainScream)
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ACTOR(BrainDie)
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ACTOR(BrainAwake)
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ACTOR(BrainSpit)
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ACTOR(SpawnSound)
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ACTOR(SpawnFly)
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ACTOR(BrainExplode)
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ACTOR(Die)
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ACTOR(Detonate)
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ACTOR(Mushroom)
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ACTOR(SetFloorClip)
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ACTOR(UnSetFloorClip)
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ACTOR(HideThing)
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ACTOR(UnHideThing)
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ACTOR(SetInvulnerable)
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ACTOR(UnSetInvulnerable)
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ACTOR(SetReflective)
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ACTOR(UnSetReflective)
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ACTOR(SetReflectiveInvulnerable)
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ACTOR(UnSetReflectiveInvulnerable)
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ACTOR(SetShootable)
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ACTOR(UnSetShootable)
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ACTOR(NoGravity)
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ACTOR(Gravity)
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ACTOR(LowGravity)
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#undef WEAPON
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#undef ACTOR
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@ -123,36 +123,29 @@ void PClass::StaticFreeData (PClass *type)
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}
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type->FreeStateList ();
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if (type->ActorInfo != NULL)
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{
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if (type->ActorInfo->OwnedStates != NULL)
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{
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delete[] type->ActorInfo->OwnedStates;
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type->ActorInfo->OwnedStates = NULL;
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}
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if (type->ActorInfo->DamageFactors != NULL)
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{
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delete type->ActorInfo->DamageFactors;
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type->ActorInfo->DamageFactors = NULL;
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}
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if (type->ActorInfo->PainChances != NULL)
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{
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delete type->ActorInfo->PainChances;
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type->ActorInfo->PainChances = NULL;
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}
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delete type->ActorInfo;
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type->ActorInfo = NULL;
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}
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if (type->bRuntimeClass)
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{
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if (type->ActorInfo != NULL)
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{
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if (type->ActorInfo->OwnedStates != NULL)
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{
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delete[] type->ActorInfo->OwnedStates;
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type->ActorInfo->OwnedStates = NULL;
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}
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if (type->ActorInfo->DamageFactors != NULL)
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{
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delete type->ActorInfo->DamageFactors;
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type->ActorInfo->DamageFactors = NULL;
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}
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if (type->ActorInfo->PainChances != NULL)
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{
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delete type->ActorInfo->PainChances;
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type->ActorInfo->PainChances = NULL;
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}
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delete type->ActorInfo;
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type->ActorInfo = NULL;
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}
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if (type->bRuntimeClass != 2)
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{
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delete type;
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}
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else
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{
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type->Symbols.ReleaseSymbols();
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}
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delete type;
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}
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else
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{
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memset (Defaults, 0, Size);
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}
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bRuntimeClass = 2; // Class is internal but actor data external
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FActorInfo *info = ActorInfo = new FActorInfo;
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info->Class = this;
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info->GameFilter = GAME_Any;
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{
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const PClass *cls = this;
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while (cls && cls->bRuntimeClass == 1)
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while (cls && cls->bRuntimeClass)
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cls = cls->ParentClass;
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return cls;
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@ -103,7 +103,7 @@ struct PClass
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PClass *HashNext;
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FMetaTable Meta;
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BYTE *Defaults;
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BYTE bRuntimeClass; // class was defined at run-time, not compile-time
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bool bRuntimeClass; // class was defined at run-time, not compile-time
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unsigned short ClassIndex;
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PSymbolTable Symbols;
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@ -70,13 +70,15 @@ private:
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//==========================================================================
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//
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//
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// This texture type will only be used for the AUTOPAGE lump if no other
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// format matches.
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//
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//==========================================================================
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FTexture *AutomapTexture_TryCreate(FileReader &data, int lumpnum)
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{
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if (data.GetLength() < 320) return NULL;
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if (!Wads.CheckLumpName(lumpnum, "AUTOPAGE")) return NULL;
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return new FAutomapTexture(lumpnum);
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}
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FAutomapTexture::FAutomapTexture (int lumpnum)
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: Pixels(NULL), LumpNum(lumpnum)
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{
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Wads.GetLumpName (Name, lumpnum);
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Name[8] = 0;
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Width = 320;
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Height = WORD(Wads.LumpLength(lumpnum) / 320);
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CalcBitSize ();
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@ -87,7 +87,7 @@ FTexture * FTexture::CreateTexture (int lumpnum, int usetype)
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{ RawPageTexture_TryCreate, TEX_MiscPatch },
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{ FlatTexture_TryCreate, TEX_Flat },
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{ PatchTexture_TryCreate, TEX_Any },
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{ AutomapTexture_TryCreate, TEX_Autopage },
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{ AutomapTexture_TryCreate, TEX_MiscPatch },
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};
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if (lumpnum == -1) return NULL;
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@ -2172,7 +2172,7 @@ static void PowerupColor (FScanner &sc, APowerupGiver *defaults, Baggage &bag)
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}
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else
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{
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sc.ScriptError("\"%s\" requires an actor of type \"Powerup\"\n", sc.String);
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sc.ScriptError("\"%s\" requires an actor of type \"Powerup\"\n", sc.String);
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return;
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}
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{
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int *pEffectTics;
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if (bag.Info->Class->IsDescendantOf(RUNTIME_CLASS(APowerup)))
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{
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pEffectTics = &((APowerup*)defaults)->EffectTics;
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}
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else
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{
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sc.ScriptError("\"%s\" requires an actor of type \"Powerup\"\n", sc.String);
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sc.ScriptError("\"%s\" requires an actor of type \"Powerup\"\n", sc.String);
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return;
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}
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