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Add CanRaiseActor ACS function.
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3 changed files with 56 additions and 0 deletions
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@ -4369,6 +4369,7 @@ enum EACSFunctions
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ACSF_GetArmorInfo,
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ACSF_DropInventory,
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ACSF_PickActor,
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ACSF_CanRaiseActor,
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -5626,6 +5627,26 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
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break;
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case ACSF_CanRaiseActor:
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if (argCount >= 1) {
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if (args[0] == 0) {
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actor = SingleActorFromTID(args[0], activator);
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if (actor != NULL) {
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return P_Thing_CanRaise(actor);
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}
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}
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FActorIterator iterator(args[0]);
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bool canraiseall = false;
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while ((actor = iterator.Next()))
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{
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canraiseall = !P_Thing_CanRaise(actor) | canraiseall;
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}
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return !canraiseall;
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}
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break;
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default:
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break;
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}
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@ -171,6 +171,7 @@ 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_RemoveThing(AActor * actor);
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bool P_Thing_Raise(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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//
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@ -445,6 +445,40 @@ bool P_Thing_Raise(AActor *thing)
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return true;
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}
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bool P_Thing_CanRaise(AActor *thing)
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{
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return false;
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}
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AActor *info = thing->GetDefault();
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// Check against real height and radius
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int oldflags = thing->flags;
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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thing->flags |= MF_SOLID;
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thing->height = info->height;
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thing->radius = info->radius;
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bool check = P_CheckPosition (thing, thing->x, thing->y);
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// Restore checked properties
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->height = oldheight;
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if (!check)
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{
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return false;
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}
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return true;
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}
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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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{
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if (actor != NULL)
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