Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom

This commit is contained in:
Magnus Norddahl 2017-01-02 03:46:56 +01:00
commit c0e91086ce
16 changed files with 317 additions and 271 deletions

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@ -1609,140 +1609,6 @@ void APowerTimeFreezer::EndEffect()
}
}
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerDamage, false, false)
//===========================================================================
//
// APowerDamage :: InitEffect
//
//===========================================================================
void APowerDamage::InitEffect( )
{
Super::InitEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, SeeSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: EndEffect
//
//===========================================================================
void APowerDamage::EndEffect( )
{
Super::EndEffect();
// Use sound channel 5 to avoid interference with other actions.
if (Owner != NULL) S_Sound(Owner, 5, DeathSound, 1.0f, ATTN_NONE);
}
//===========================================================================
//
// APowerDamage :: ModifyDamage
//
//===========================================================================
void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
if (!passive && damage > 0)
{
int newdam;
DmgFactors *df = GetClass()->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
newdam = MAX(1, df->Apply(damageType, damage));// don't allow zero damage as result of an underflow
}
else
{
newdam = damage * 4;
}
if (Owner != NULL && newdam > damage) S_Sound(Owner, 5, ActiveSound, 1.0f, ATTN_NONE);
newdamage = damage = newdam;
}
if (Inventory != NULL) Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
// Quarter damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerProtection, false, false)
#define PROTECTION_FLAGS3 (MF3_NORADIUSDMG | MF3_DONTMORPH | MF3_DONTSQUASH | MF3_DONTBLAST | MF3_NOTELEOTHER)
#define PROTECTION_FLAGS5 (MF5_NOPAIN | MF5_DONTRIP)
//===========================================================================
//
// APowerProtection :: InitEffect
//
//===========================================================================
void APowerProtection::InitEffect( )
{
Super::InitEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, SeeSound, 1.0f, ATTN_NONE);
// Transfer various protection flags if owner does not already have them.
// If the owner already has the flag, clear it from the powerup.
// If the powerup still has a flag set, add it to the owner.
flags3 &= ~(Owner->flags3 & PROTECTION_FLAGS3);
Owner->flags3 |= flags3 & PROTECTION_FLAGS3;
flags5 &= ~(Owner->flags5 & PROTECTION_FLAGS5);
Owner->flags5 |= flags5 & PROTECTION_FLAGS5;
}
}
//===========================================================================
//
// APowerProtection :: EndEffect
//
//===========================================================================
void APowerProtection::EndEffect( )
{
Super::EndEffect();
if (Owner != NULL)
{
S_Sound(Owner, CHAN_AUTO, DeathSound, 1.0f, ATTN_NONE);
Owner->flags3 &= ~(flags3 & PROTECTION_FLAGS3);
Owner->flags5 &= ~(flags5 & PROTECTION_FLAGS5);
}
}
//===========================================================================
//
// APowerProtection :: AbsorbDamage
//
//===========================================================================
void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage, bool passive)
{
if (passive && damage > 0)
{
int newdam;
DmgFactors *df = GetClass()->DamageFactors;
if (df != NULL && df->CountUsed() != 0)
{
newdam = MAX(0, df->Apply(damageType, damage));
}
else
{
newdam = damage / 4;
}
if (Owner != NULL && newdam < damage) S_Sound(Owner, CHAN_AUTO, ActiveSound, 1.0f, ATTN_NONE);
newdamage = damage = newdam;
}
if (Inventory != NULL)
{
Inventory->ModifyDamage(damage, damageType, newdamage, passive);
}
}
// Morph powerup ------------------------------------------------------
@ -1760,7 +1626,6 @@ DEFINE_FIELD(APowerMorph, MorphFlash)
DEFINE_FIELD(APowerMorph, UnMorphFlash)
DEFINE_FIELD(APowerMorph, MorphStyle)
DEFINE_FIELD(APowerMorph, MorphedPlayer)
DEFINE_FIELD(APowerMorph, bInUndoMorph)
//===========================================================================
//
@ -1778,77 +1643,3 @@ void APowerMorph::Serialize(FSerializer &arc)
("morphedplayer", MorphedPlayer);
}
//===========================================================================
//
// APowerMorph :: InitEffect
//
//===========================================================================
void APowerMorph::InitEffect( )
{
Super::InitEffect();
if (Owner != nullptr && Owner->player != nullptr && PlayerClass != nullptr)
{
player_t *realplayer = Owner->player; // Remember the identity of the player
if (P_MorphPlayer(realplayer, realplayer, PlayerClass, INT_MAX/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
{
Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
ItemFlags |= IF_CREATECOPYMOVED; // Let the caller know the "real" owner has changed (to the morphed actor)
MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
}
else // morph failed - give the caller an opportunity to fail the pickup completely
{
ItemFlags |= IF_INITEFFECTFAILED; // Let the caller know that the activation failed (can fail the pickup if appropriate)
}
}
}
//===========================================================================
//
// APowerMorph :: EndEffect
//
//===========================================================================
void APowerMorph::EndEffect( )
{
Super::EndEffect();
// Abort if owner already destroyed or unmorphed
if (Owner == nullptr || MorphedPlayer == nullptr)
{
return;
}
// Abort if owner is dead; their Die() method will
// take care of any required unmorphing on death.
if (MorphedPlayer->health <= 0)
{
return;
}
// Unmorph if possible
if (!bInUndoMorph)
{
int savedMorphTics = MorphedPlayer->morphTics;
P_UndoPlayerMorph (MorphedPlayer, MorphedPlayer, 0, !!(MorphedPlayer->MorphStyle & MORPH_UNDOALWAYS));
// Abort if unmorph failed; in that case,
// set the usual retry timer and return.
if (MorphedPlayer != NULL && MorphedPlayer->morphTics)
{
// Transfer retry timeout
// to the powerup's timer.
EffectTics = MorphedPlayer->morphTics;
// Reload negative morph tics;
// use actual value; it may
// be in use for animation.
MorphedPlayer->morphTics = savedMorphTics;
// Try again some time later
return;
}
}
// Unmorph suceeded
MorphedPlayer = NULL;
}

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@ -203,24 +203,6 @@ protected:
virtual void EndEffect() override;
};
class APowerDamage : public APowerup
{
DECLARE_CLASS( APowerDamage, APowerup )
protected:
virtual void InitEffect () override;
virtual void EndEffect () override;
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
};
class APowerProtection : public APowerup
{
DECLARE_CLASS( APowerProtection, APowerup )
protected:
virtual void InitEffect () override;
virtual void EndEffect () override;
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive) override;
};
class APowerMorph : public APowerup
{
DECLARE_CLASS( APowerMorph, APowerup )
@ -228,18 +210,12 @@ class APowerMorph : public APowerup
public:
virtual void Serialize(FSerializer &arc) override;
void SetNoCallUndoMorph() { bInUndoMorph = true; }
// Variables
PClassPlayerPawn *PlayerClass;
PClassActor *MorphFlash, *UnMorphFlash;
int MorphStyle;
player_t *MorphedPlayer;
bool bInUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
protected:
virtual void InitEffect () override;
virtual void EndEffect () override;
};
#endif //__A_ARTIFACTS_H__

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@ -724,9 +724,10 @@ void AInventory::AbsorbDamage (int damage, FName damageType, int &newdamage)
void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
{
if (Inventory != NULL)
IFVIRTUAL(AInventory, ModifyDamage)
{
Inventory->ModifyDamage (damage, damageType, newdamage, passive);
VMValue params[5] = { (DObject*)this, damage, int(damageType), &newdamage, passive };
GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
}
}

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@ -128,7 +128,7 @@ public:
// still need to be done.
virtual void AbsorbDamage(int damage, FName damageType, int &newdamage);
virtual void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
void ModifyDamage(int damage, FName damageType, int &newdamage, bool passive);
// visual stuff is for later. Right now the VM has not yet access to the needed functionality.
virtual bool DrawPowerup(int x, int y);

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@ -154,6 +154,18 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
return true;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, MorphPlayer)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_POINTER(victim, player_t);
PARAM_CLASS(spawntype, APlayerPawn);
PARAM_INT(duration);
PARAM_INT(style);
PARAM_CLASS_DEF(enter_flash, AActor);
PARAM_CLASS_DEF(exit_flash, AActor);
ACTION_RETURN_BOOL(P_MorphPlayer(self, victim, spawntype, duration, style, enter_flash, exit_flash));
}
//----------------------------------------------------------------------------
//
// FUNC P_UndoPlayerMorph
@ -204,14 +216,15 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
mo->target = pmo->target;
mo->tracer = pmo->tracer;
pmo->player = nullptr;
mo->alternative = pmo->alternative = nullptr;
// Remove the morph power if the morph is being undone prematurely.
auto pmtype = PClass::FindActor("PowerMorph");
for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
{
next = item->Inventory;
if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
if (item->IsKindOf(pmtype))
{
static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
item->Destroy();
}
}
@ -348,8 +361,6 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
beastweap->Destroy ();
}
}
mo->alternative = nullptr;
pmo->alternative = nullptr;
pmo->Destroy ();
// Restore playerclass armor to its normal amount.
AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();

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@ -190,7 +190,7 @@ class SBarInfoCommand
}
EColorRange GetTranslation(FScanner &sc)
{
sc.MustGetToken(TK_Identifier);
if (!sc.CheckToken(TK_Null)) sc.MustGetToken(TK_Identifier);
EColorRange returnVal = CR_UNTRANSLATED;
FString namedTranslation; //we must send in "[translation]"
const BYTE *trans_ptr;

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@ -48,6 +48,7 @@
#include "stats.h"
#include "zstring.h"
#include "d_dehacked.h"
#include "v_text.h"
#include "gl/dynlights/gl_dynlight.h"
@ -1336,12 +1337,13 @@ void gl_DoParseDefs(FScanner &sc, int workingLump)
//
//==========================================================================
void gl_LoadGLDefs(const char * defsLump)
void gl_LoadGLDefs(const char *defsLump)
{
int workingLump, lastLump;
static const char *gldefsnames[] = { "GLDEFS", defsLump, nullptr };
lastLump = 0;
while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
while ((workingLump = Wads.FindLumpMulti(gldefsnames, &lastLump)) != -1)
{
FScanner sc(workingLump);
gl_DoParseDefs(sc, workingLump);
@ -1383,8 +1385,7 @@ void gl_ParseDefs()
break;
}
gl_ParseVavoomSkybox();
if (defsLump != NULL) gl_LoadGLDefs(defsLump);
gl_LoadGLDefs("GLDEFS");
gl_LoadGLDefs(defsLump);
gl_InitializeActorLights();
}

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@ -91,12 +91,6 @@ TArray<spechit_t> portalhit;
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, CanCollideWith)
{
// No need to check the parameters, as they are not even used.
ACTION_RETURN_BOOL(true);
}
bool P_CanCollideWith(AActor *tmthing, AActor *thing)
{
static unsigned VIndex = ~0u;

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@ -7420,8 +7420,12 @@ DEFINE_ACTION_FUNCTION(AActor, ClearCounters)
int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
{
if (Inventory != nullptr)
Inventory->ModifyDamage(damage, damagetype, damage, passive);
auto inv = Inventory;
while (inv != nullptr)
{
inv->ModifyDamage(damage, damagetype, damage, passive);
inv = inv->Inventory;
}
return damage;
}
@ -7847,6 +7851,25 @@ DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
ACTION_RETURN_FLOAT(self->CountsAsKill());
}
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
PARAM_CLASS(itemcls, AInventory);
PARAM_NAME(damagetype);
PARAM_INT(damage);
PARAM_INT(defdamage);
DmgFactors *df = itemcls->DamageFactors;
if (df != nullptr && df->CountUsed() != 0)
{
ACTION_RETURN_INT(df->Apply(damagetype, damage));
}
else
{
ACTION_RETURN_INT(defdamage);
}
}
//----------------------------------------------------------------------------
//
// DropItem handling

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@ -1576,6 +1576,22 @@ public:
sec->reflect[sector_t::ceiling] = (float)CheckFloat(key);
break;
case NAME_floorglowcolor:
sec->planes[sector_t::floor].GlowColor = CheckInt(key);
break;
case NAME_floorglowheight:
sec->planes[sector_t::floor].GlowHeight = (float)CheckFloat(key);
break;
case NAME_ceilingglowcolor:
sec->planes[sector_t::ceiling].GlowColor = CheckInt(key);
break;
case NAME_ceilingglowheight:
sec->planes[sector_t::ceiling].GlowHeight = (float)CheckFloat(key);
break;
case NAME_MoreIds:
// delay parsing of the tag string until parsing of the sector is complete
// This ensures that the ID is always the first tag in the list.

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@ -467,15 +467,30 @@ int VMFrameStack::Call(VMFunction *func, VMValue *params, int numparams, VMRetur
}
else
{
VMCycles[0].Clock();
VMCalls[0]++;
AllocFrame(static_cast<VMScriptFunction *>(func));
allocated = true;
VMFillParams(params, TopFrame(), numparams);
int numret = VMExec(this, static_cast<VMScriptFunction *>(func)->Code, results, numresults);
PopFrame();
VMCycles[0].Unclock();
return numret;
auto code = static_cast<VMScriptFunction *>(func)->Code;
// handle empty functions consisting of a single return explicitly so that empty virtual callbacks do not need to set up an entire VM frame.
if (code->word == 0x0080804e)
{
return 0;
}
else if (code->word == 0x0004804e)
{
if (numresults == 0) return 0;
results[0].SetInt(static_cast<VMScriptFunction *>(func)->KonstD[0]);
return 1;
}
else
{
VMCycles[0].Clock();
VMCalls[0]++;
AllocFrame(static_cast<VMScriptFunction *>(func));
allocated = true;
VMFillParams(params, TopFrame(), numparams);
int numret = VMExec(this, code, results, numresults);
PopFrame();
VMCycles[0].Unclock();
return numret;
}
}
}
catch (VMException *exception)

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@ -733,7 +733,7 @@ void FString::StripRight (const char *charset)
if (!strchr (charset, Chars[i]))
break;
}
if (i == max-1)
if (i == max)
{ // Nothing to strip.
return;
}

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@ -270,16 +270,22 @@ class Actor : Thinker native
virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0);
virtual native bool Slam(Actor victim);
virtual native void Touch(Actor toucher);
virtual native bool CanCollideWith(Actor other, bool passive); // This is an empty native function, it's native for the sole reason of performance as this is in a performance critical spot.
// Called when an actor is to be reflected by a disc of repulsion.
// Returns true to continue normal blast processing.
virtual bool SpecialBlastHandling (Actor source, double strength) // this is entirely on the script side with no native part at all.
// Called by PIT_CheckThing to check if two actos actually can collide.
virtual bool CanCollideWith(Actor other, bool passive)
{
return true;
}
virtual int SpecialMissileHit (Actor victim) // for this no native version exists
// Called when an actor is to be reflected by a disc of repulsion.
// Returns true to continue normal blast processing.
virtual bool SpecialBlastHandling (Actor source, double strength)
{
return true;
}
// This is called before a missile gets exploded.
virtual int SpecialMissileHit (Actor victim)
{
return -1;
}
@ -288,6 +294,7 @@ class Actor : Thinker native
native static int GetSpriteIndex(name sprt);
native static double GetDefaultSpeed(class<Actor> type);
native static class<Actor> GetSpawnableType(int spawnnum);
native static int ApplyDamageFactors(class<Inventory> itemcls, Name damagetype, int damage, int defdamage);
native void RemoveFromHash();
native void ChangeTid(int newtid);
native static int FindUniqueTid(int start = 0, int limit = 0);

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@ -40,6 +40,7 @@ class Inventory : Actor native
virtual double GetSpeedFactor() { return 1; }
virtual bool GetNoTeleportFreeze() { return false; }
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
native void GoAwayAndDie();
native void BecomeItem();

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@ -253,6 +253,7 @@ FWeaponSlots weapons;
*/
native bool MorphPlayer(playerinfo p, Class<PlayerPawn> spawntype, int duration, int style, Class<Actor> enter_flash = null, Class<Actor> exit_flash = null);
native bool UndoPlayerMorph(playerinfo player, int unmorphflag = 0, bool force = false);
native bool PoisonPlayer(Actor poisoner, Actor source, int poison);
native void PoisonDamage(Actor source, int damage, bool playPainSound);

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@ -236,20 +236,158 @@ class PowerTimeFreezer : Powerup native
}
}
class PowerDamage : Powerup native
//===========================================================================
//
// Damage
//
//===========================================================================
class PowerDamage : Powerup
{
Default
{
Powerup.Duration -25;
}
//===========================================================================
//
// InitEffect
//
//===========================================================================
override void InitEffect()
{
Super.InitEffect();
if (Owner != null)
{
Owner.A_PlaySound(SeeSound, CHAN_5, 1.0, false, ATTN_NONE);
}
}
//===========================================================================
//
// EndEffect
//
//===========================================================================
override void EndEffect()
{
Super.EndEffect();
if (Owner != null)
{
Owner.A_PlaySound(DeathSound, CHAN_5, 1.0, false, ATTN_NONE);
}
}
//===========================================================================
//
// ModifyDamage
//
//===========================================================================
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
{
if (!passive && damage > 0)
{
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
if (Owner != null && newdamage > damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
}
}
}
class PowerProtection : Powerup native
//===========================================================================
//
// Protection
//
//===========================================================================
class PowerProtection : Powerup
{
Default
{
Powerup.Duration -25;
}
//===========================================================================
//
// InitEffect
//
//===========================================================================
override void InitEffect()
{
Super.InitEffect();
let o = Owner; // copy to a local variable for quicker access.
if (o != null)
{
o.A_PlaySound(SeeSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
// Transfer various protection flags if owner does not already have them.
// If the owner already has the flag, clear it from the powerup.
// If the powerup still has a flag set, add it to the owner.
bNoRadiusDmg &= !o.bNoRadiusDmg;
o.bNoRadiusDmg |= bNoRadiusDmg;
bDontMorph &= !o.bDontMorph;
o.bDontMorph |= bDontMorph;
bDontSquash &= !o.bDontSquash;
o.bDontSquash |= bDontSquash;
bDontBlast &= !o.bDontBlast;
o.bDontBlast |= bDontBlast;
bNoTeleOther &= !o.bNoTeleOther;
o.bNoTeleOther |= bNoTeleOther;
bNoPain &= !o.bNoPain;
o.bNoPain |= bNoPain;
bDontRip &= !o.bDontRip;
o.bDontRip |= bDontRip;
}
}
//===========================================================================
//
// EndEffect
//
//===========================================================================
override void EndEffect()
{
Super.EndEffect();
let o = Owner; // copy to a local variable for quicker access.
if (o != null)
{
o.A_PlaySound(DeathSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
o.bNoRadiusDmg &= !bNoRadiusDmg;
o.bDontMorph &= !bDontMorph;
o.bDontSquash &= !bDontSquash;
o.bDontBlast &= !bDontBlast;
o.bNoTeleOther &= !bNoTeleOther;
o.bNoPain &= !bNoPain;
o.bDontRip &= !bDontRip;
}
}
//===========================================================================
//
// AbsorbDamage
//
//===========================================================================
override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive)
{
if (passive && damage > 0)
{
newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage / 4));
if (Owner != null && newdamage < damage) Owner.A_PlaySound(ActiveSound, CHAN_AUTO, 1.0, false, ATTN_NONE);
}
}
}
//===========================================================================
@ -430,11 +568,82 @@ class PowerMorph : Powerup native
native Class<Actor> MorphFlash, UnMorphFlash;
native int MorphStyle;
native PlayerInfo MorphedPlayer;
native bool bInUndoMorph;
Default
{
Powerup.Duration -40;
}
//===========================================================================
//
// InitEffect
//
//===========================================================================
override void InitEffect()
{
Super.InitEffect();
if (Owner != null && Owner.player != null && PlayerClass != null)
{
let realplayer = Owner.player; // Remember the identity of the player
if (realplayer.MorphPlayer(realplayer, PlayerClass, 0x7fffffff/*INDEFINITELY*/, MorphStyle, MorphFlash, UnMorphFlash))
{
Owner = realplayer.mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
bCreateCopyMoved = true; // Let the caller know the "real" owner has changed (to the morphed actor)
MorphedPlayer = realplayer; // Store the player identity (morphing clears the unmorphed actor's "player" field)
}
else // morph failed - give the caller an opportunity to fail the pickup completely
{
bInitEffectFailed = true; // Let the caller know that the activation failed (can fail the pickup if appropriate)
}
}
}
//===========================================================================
//
// EndEffect
//
//===========================================================================
override void EndEffect()
{
Super.EndEffect();
// Abort if owner already destroyed or unmorphed
if (Owner == null || MorphedPlayer == null || Owner.alternative == null)
{
return;
}
// Abort if owner is dead; their Die() method will
// take care of any required unmorphing on death.
if (MorphedPlayer.health <= 0)
{
return;
}
int savedMorphTics = MorphedPlayer.morphTics;
MorphedPlayer.UndoPlayerMorph (MorphedPlayer, 0, !!(MorphedPlayer.MorphStyle & MRF_UNDOALWAYS));
// Abort if unmorph failed; in that case,
// set the usual retry timer and return.
if (MorphedPlayer != null && MorphedPlayer.morphTics)
{
// Transfer retry timeout
// to the powerup's timer.
EffectTics = MorphedPlayer.morphTics;
// Reload negative morph tics;
// use actual value; it may
// be in use for animation.
MorphedPlayer.morphTics = savedMorphTics;
// Try again some time later
return;
}
// Unmorph suceeded
MorphedPlayer = null;
}
}