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Merge branch 'master' of https://github.com/crimsondusk/zdoom
This commit is contained in:
commit
c66c497811
5 changed files with 47 additions and 26 deletions
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@ -109,6 +109,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
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clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Line's mid textures are wrapped.
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wrapmidtex = <bool>; // Line's mid textures are wrapped.
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midtex3d = <bool>; // Actors can walk on mid texture.
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midtex3d = <bool>; // Actors can walk on mid texture.
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midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
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// texture to behave like an impassible line (projectiles
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// pass through it).
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checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
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checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>; // Line blocks all projectiles
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blockprojectiles = <bool>; // Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blockuse = <bool>; // Line blocks all use actions
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@ -162,6 +162,7 @@ enum ELineFlags
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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};
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@ -420,6 +420,7 @@ xx(Passuse)
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xx(Repeatspecial)
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xx(Repeatspecial)
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xx(Conversation)
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xx(Conversation)
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xx(Locknumber)
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xx(Locknumber)
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xx(Midtex3dimpassible)
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xx(Playercross)
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xx(Playercross)
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xx(Playeruse)
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xx(Playeruse)
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@ -258,6 +258,13 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
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{
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{
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// [TP] Impassible-like 3dmidtextures do not block missiles
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if ((linedef->flags & ML_3DMIDTEX_IMPASS)
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&& (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF))
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{
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return false;
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}
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fixed_t tt, tb;
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fixed_t tt, tb;
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open.abovemidtex = false;
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open.abovemidtex = false;
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@ -1030,11 +1030,16 @@ public:
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Flag(ld->flags, ML_BLOCKHITSCAN, key);
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Flag(ld->flags, ML_BLOCKHITSCAN, key);
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continue;
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continue;
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// [Dusk] lock number
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// [TP] Locks the special with a key
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case NAME_Locknumber:
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case NAME_Locknumber:
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ld->locknumber = CheckInt(key);
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ld->locknumber = CheckInt(key);
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continue;
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continue;
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// [TP] Causes a 3d midtex to behave like an impassible line
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case NAME_Midtex3dimpassible:
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Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
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continue;
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default:
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default:
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break;
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break;
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}
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}
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@ -1081,6 +1086,10 @@ public:
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{
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{
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ld->args[1] = -FName(arg1str);
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ld->args[1] = -FName(arg1str);
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}
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}
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if ((ld->flags & ML_3DMIDTEX_IMPASS) && !(ld->flags & ML_3DMIDTEX)) // [TP]
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{
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Printf ("Line %d has midtex3dimpassible without midtex3d.\n", index);
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}
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}
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}
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//===========================================================================
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//===========================================================================
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