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- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. SVN r1105 (trunk)
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commit
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6 changed files with 158 additions and 150 deletions
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@ -1,3 +1,9 @@
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August 3, 2008 (Changes by Graf Zahl)
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- Cleaned up the new bridge code and exported all related actors to
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DECORATE so that the exported code pointers can be used.
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- Separated Heretic's and Hexen's invulnerability items for stability
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reasons.
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August 2, 2008
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- Fixed spurious warnings on 32-bit VC++ debug builds.
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- Made the subsong (order) number a proper parameter to MusInfo::Play()
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@ -6,81 +6,6 @@
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static FRandom pr_orbit ("Orbit");
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void A_BridgeOrbit (AActor *);
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void A_BridgeInit (AActor *);
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// The Hexen (and Heretic) version of the bridge spawns extra floating
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// "balls" orbiting the bridge. The Doom version only shows the bridge
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// itself.
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// Bridge ball -------------------------------------------------------------
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class ABridgeBall : public AActor
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{
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DECLARE_ACTOR (ABridgeBall, AActor)
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};
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FState ABridgeBall::States[] =
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{
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S_NORMAL (TLGL, 'A', 2, NULL , &States[1]),
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S_NORMAL (TLGL, 'A', 1, A_BridgeOrbit , &States[1])
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};
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IMPLEMENT_ACTOR (ABridgeBall, Any, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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// The bridge itself -------------------------------------------------------
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class ABridge : public AActor
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{
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DECLARE_ACTOR (ABridge, AActor)
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};
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FState ABridge::States[] =
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{
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#define S_DBRIDGE 0
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S_BRIGHT (TLGL, 'A', 4, NULL , &States[S_DBRIDGE+1]),
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S_BRIGHT (TLGL, 'B', 4, NULL , &States[S_DBRIDGE+2]),
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S_BRIGHT (TLGL, 'C', 4, NULL , &States[S_DBRIDGE+3]),
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S_BRIGHT (TLGL, 'D', 4, NULL , &States[S_DBRIDGE+4]),
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S_BRIGHT (TLGL, 'E', 4, NULL , &States[S_DBRIDGE+0]),
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#define S_BRIDGE (S_DBRIDGE+5)
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S_NORMAL (TLGL, 'A', 2, NULL , &States[S_BRIDGE+1]),
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S_NORMAL (TLGL, 'A', 2, A_BridgeInit , &States[S_BRIDGE+2]),
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S_NORMAL (TLGL, 'A', -1, NULL , NULL),
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#define S_FREE_BRIDGE (S_BRIDGE+3)
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S_NORMAL (TLGL, 'A', 2, NULL , &States[S_FREE_BRIDGE+1]),
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S_NORMAL (TLGL, 'A', 300, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABridge, Any, 118, 21)
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PROP_Flags (MF_SOLID|MF_NOGRAVITY|MF_NOLIFTDROP)
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END_DEFAULTS
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AT_GAME_SET (Bridge)
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{
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ABridge *def = GetDefault<ABridge> ();
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if (gameinfo.gametype == GAME_Doom)
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{
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def->SpawnState = &ABridge::States[S_DBRIDGE];
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def->radius = 36 * FRACUNIT;
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def->height = 4 * FRACUNIT;
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def->RenderStyle = STYLE_Normal;
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}
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else
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{
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def->SpawnState = &ABridge::States[S_BRIDGE];
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def->radius = 32 * FRACUNIT;
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def->height = 2 * FRACUNIT;
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def->RenderStyle = STYLE_None;
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}
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}
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// Custom bridge --------------------------------------------------------
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/*
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@ -108,26 +33,20 @@ AT_GAME_SET (Bridge)
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This value only matters if args[2] is not zero.
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*/
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class ACustomBridge : public ABridge
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class ACustomBridge : public AActor
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{
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DECLARE_STATELESS_ACTOR (ACustomBridge, ABridge)
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DECLARE_CLASS (ACustomBridge, AActor)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_STATELESS_ACTOR (ACustomBridge, Any, 9991, 0)
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PROP_SpawnState (S_DBRIDGE)
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PROP_SeeState (S_BRIDGE)
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PROP_DeathState (S_FREE_BRIDGE)
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PROP_Flags4 (MF4_ACTLIKEBRIDGE)
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PROP_RenderStyle (STYLE_None)
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END_DEFAULTS
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IMPLEMENT_CLASS(ACustomBridge)
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void ACustomBridge::BeginPlay ()
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{
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if (args[2]) // Hexen bridge if there are balls
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{
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SetState(FindState(FName("See")));
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SetState(SeeState);
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radius = args[0] ? args[0] << FRACBITS : 32 * FRACUNIT;
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height = args[1] ? args[1] << FRACBITS : 2 * FRACUNIT;
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}
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@ -163,14 +82,13 @@ void A_BridgeOrbit (AActor *self)
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int rotationspeed = ANGLE_45/32*3/5;
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int rotationradius = ORBIT_RADIUS;
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// If the bridge is custom, set non-default values if any.
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if (self->target->IsKindOf(PClass::FindClass("CustomBridge")))
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{
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// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
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if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
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else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
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// Set rotation radius
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
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}
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// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
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if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
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else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
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// Set rotation radius
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
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if (self->target->special1)
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{
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self->SetState (NULL);
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@ -209,7 +127,7 @@ void A_BridgeInit (AActor *self)
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self->special1 = 0;
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = ((self->GetClass()==PClass::FindClass("Bridge") || (self->args[2]==0)) ? 3 : self->args[2]);
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int ballcount = self->args[2]==0 ? 3 : self->args[2];
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const PClass *balltype = GetBallType();
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for (int i = 0; i < ballcount; i++)
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{
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}
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}
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/* never used
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void A_BridgeRemove (AActor *self)
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{
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self->special1 = true; // Removing the bridge
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self->flags &= ~MF_SOLID;
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self->SetState (&ABridge::States[S_FREE_BRIDGE]);
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}
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*/
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// Invisible bridge --------------------------------------------------------
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class AInvisibleBridge : public ABridge
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class AInvisibleBridge : public AActor
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{
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DECLARE_ACTOR (AInvisibleBridge, ABridge)
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DECLARE_CLASS (AInvisibleBridge, AActor)
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public:
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void BeginPlay ();
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void Tick ()
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{
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Super::Tick ();
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}
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};
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FState AInvisibleBridge::States[] =
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{
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S_NORMAL (TNT1, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AInvisibleBridge, Any, 9990, 0)
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PROP_RenderStyle (STYLE_None)
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PROP_SpawnState (0)
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PROP_RadiusFixed (32)
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PROP_HeightFixed (4)
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PROP_Flags4 (MF4_ACTLIKEBRIDGE)
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END_DEFAULTS
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IMPLEMENT_CLASS(AInvisibleBridge)
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void AInvisibleBridge::BeginPlay ()
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{
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height = args[1] << FRACBITS;
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}
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// And some invisible bridges from Skull Tag -------------------------------
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class AInvisibleBridge32 : public AInvisibleBridge
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{
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DECLARE_STATELESS_ACTOR (AInvisibleBridge32, AInvisibleBridge)
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};
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IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge32, Any, 5061, 0)
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PROP_RadiusFixed (32)
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PROP_HeightFixed (8)
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END_DEFAULTS
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class AInvisibleBridge16 : public AInvisibleBridge
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{
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DECLARE_STATELESS_ACTOR (AInvisibleBridge16, AInvisibleBridge)
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};
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IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge16, Any, 5064, 0)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (8)
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END_DEFAULTS
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class AInvisibleBridge8 : public AInvisibleBridge
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{
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DECLARE_STATELESS_ACTOR (AInvisibleBridge8, AInvisibleBridge)
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};
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IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge8, Any, 5065, 0)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (8)
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END_DEFAULTS
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@ -41,5 +41,5 @@ public:
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};
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#endif
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@ -65,19 +65,39 @@ ACTOR ArtiFly : PowerupGiver 83
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}
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}
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// Invulnerability ----------------------------------------------------------
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// Invulnerability Heretic ---------------------------------------------------
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ACTOR ArtiInvulnerability : PowerupGiver 84
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{
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Game Raven
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Game Heretic
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SpawnID 133
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.PICKUPFLASH
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Inventory.RespawnTics 4230
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Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
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Powerup.Type Invulnerable
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Powerup.Color GoldMap
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States
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{
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Spawn:
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INVU ABCD 3
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Loop
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}
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}
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// Invulnerability Hexen ----------------------------------------------------------
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ACTOR ArtiInvulnerability2 : PowerupGiver 84
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{
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Game Hexen
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SpawnID 133
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+COUNTITEM
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+FLOATBOB
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+INVENTORY.PICKUPFLASH
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Inventory.RespawnTics 4230
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Inventory.Icon ARTIINVU
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Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
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Inventory.PickupMessage Hexen, "$TXT_ARTIINVULNERABILITY2"
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Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY2"
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Powerup.Type Invulnerable
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States
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{
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109
wadsrc/static/actors/shared/bridge.txt
Normal file
109
wadsrc/static/actors/shared/bridge.txt
Normal file
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// Bridge ball -------------------------------------------------------------
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ACTOR BridgeBall
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{
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+NOBLOCKMAP
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+NOTELEPORT
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+NOGRAVITY
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action native A_BridgeOrbit();
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States
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{
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Spawn:
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TLGL A 2 Bright
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TLGL A 1 Bright A_BridgeOrbit
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Wait
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}
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}
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// The bridge itself -------------------------------------------------------
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ACTOR CustomBridge 9991 native
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{
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+SOLID
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+NOGRAVITY
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+NOLIFTDROP
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+ACTLIKEBRIDGE
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Radius 32
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Height 2
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RenderStyle None
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action native A_BridgeInit(optional class<Actor> balltype);
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states
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{
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Spawn:
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TLGL ABCDE 3 Bright
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Loop
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See:
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TLGL A 2
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TLGL A 2 A_BridgeInit
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TLGL A -1
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Stop
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Death:
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TLGL A 2
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TLGL A 300
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Stop
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}
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}
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// The Hexen bridge -------------------------------------------------------
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ACTOR Bridge : CustomBridge 118
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{
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Game Raven
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SpawnID 21
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RenderStyle None
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Args 32, 2, 3, 0
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}
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// The ZDoom bridge -------------------------------------------------------
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ACTOR ZBridge : CustomBridge 118
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{
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Game Doom
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SpawnID 21
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Args 36, 4, 0, 0
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}
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// Invisible bridge --------------------------------------------------------
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ACTOR InvisibleBridge 9990 native
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{
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RenderStyle None
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Radius 32
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Height 4
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+SOLID
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+NOGRAVITY
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+NOLIFTDROP
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+ACTLIKEBRIDGE
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States
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{
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Spawn:
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TNT1 A -1
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Stop
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}
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}
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// And some invisible bridges from Skull Tag -------------------------------
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ACTOR InvisibleBridge32 : InvisibleBridge 5061
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{
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Radius 32
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Height 8
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}
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ACTOR InvisibleBridge16 : InvisibleBridge 5064
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{
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Radius 16
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Height 8
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}
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ACTOR InvisibleBridge8 : InvisibleBridge 5065
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{
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Radius 8
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Height 8
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}
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@ -9,6 +9,7 @@
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#include "actors/shared/pickups.txt"
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#include "actors/shared/fountain.txt"
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#include "actors/shared/soundsequence.txt"
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#include "actors/shared/bridge.txt"
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#include "actors/doom/doomplayer.txt"
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#include "actors/doom/possessed.txt"
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