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- Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
SVN r3290 (trunk)
This commit is contained in:
parent
bb1b825f24
commit
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4 changed files with 58 additions and 1 deletions
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@ -763,6 +763,8 @@ public:
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return bloodcls;
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return bloodcls;
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}
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}
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bool IsVisibleToPlayer() const;
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// Calculate amount of missile damage
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// Calculate amount of missile damage
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virtual int GetMissileDamage(int mask, int add);
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virtual int GetMissileDamage(int mask, int add);
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@ -814,6 +816,13 @@ public:
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DWORD flags4; // [RH] Even more flags!
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DWORD flags4; // [RH] Even more flags!
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DWORD flags5; // OMG! We need another one.
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DWORD flags5; // OMG! We need another one.
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DWORD flags6; // Shit! Where did all the flags go?
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DWORD flags6; // Shit! Where did all the flags go?
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// [BB] If 0, everybody can see the actor, if > 0, only members of team (VisibleToTeam-1) can see it.
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DWORD VisibleToTeam;
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// [BB] If NAME_None, all players can see the actor, else only players whose playerclass name is VisibleToPlayerClass can see it.
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FNameNoInit VisibleToPlayerClass;
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int special1; // Special info
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int special1; // Special info
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int special2; // Special info
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int special2; // Special info
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int health;
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int health;
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@ -310,6 +310,7 @@ void AActor::Serialize (FArchive &arc)
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<< smokecounter
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<< smokecounter
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<< BlockingMobj
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<< BlockingMobj
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<< BlockingLine
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<< BlockingLine
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<< VisibleToTeam // [BB]
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<< pushfactor
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<< pushfactor
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<< Species
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<< Species
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<< Score;
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<< Score;
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@ -871,6 +872,34 @@ bool AActor::CheckLocalView (int playernum) const
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return false;
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return false;
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}
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}
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//============================================================================
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//
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// AActor :: IsVisibleToPlayer
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//
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// Returns true if this actor should be seen by the console player.
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//
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//============================================================================
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bool AActor::IsVisibleToPlayer() const
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{
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// [BB] Safety check. This should never be NULL. Nevertheless, we return true to leave the default ZDoom behavior unaltered.
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if ( players[consoleplayer].camera == NULL )
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return true;
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if ( VisibleToTeam != 0 && teamplay &&
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VisibleToTeam-1 != players[consoleplayer].userinfo.team )
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return false;
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const player_t* pPlayer = players[consoleplayer].camera->player;
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if ( ( VisibleToPlayerClass != NAME_None )
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&& pPlayer && pPlayer->mo && ( VisibleToPlayerClass != pPlayer->mo->GetClass()->TypeName ) )
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return false;
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// [BB] Passed all checks.
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return true;
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}
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//============================================================================
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//============================================================================
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//
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//
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// AActor :: ConversationAnimation
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// AActor :: ConversationAnimation
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@ -495,7 +495,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// Don't waste time projecting sprites that are definitely not visible.
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == NULL ||
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if (thing == NULL ||
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(thing->renderflags & RF_INVISIBLE) ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->alpha))
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!thing->RenderStyle.IsVisible(thing->alpha) ||
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!thing->IsVisibleToPlayer())
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{
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{
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return;
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return;
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}
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}
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@ -1234,6 +1234,24 @@ DEFINE_PROPERTY(designatedteam, I, Actor)
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defaults->DesignatedTeam = val;
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defaults->DesignatedTeam = val;
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}
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}
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//==========================================================================
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// [BB]
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//==========================================================================
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DEFINE_PROPERTY(visibletoteam, I, Actor)
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{
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PROP_INT_PARM(i, 0);
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defaults->VisibleToTeam=i+1;
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}
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//==========================================================================
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// [BB]
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//==========================================================================
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DEFINE_PROPERTY(visibletoplayerclass, S, Actor)
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{
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PROP_STRING_PARM(n, 0);
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defaults->VisibleToPlayerClass = n;
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Special inventory properties
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// Special inventory properties
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