mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +00:00
Merge branch 'master' into GLEW_VERSION
This commit is contained in:
commit
c7354c571f
19 changed files with 117 additions and 60 deletions
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@ -1008,6 +1008,7 @@ public:
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bool SetState (FState *newstate, bool nofunction=false);
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virtual bool UpdateWaterLevel (fixed_t oldz, bool splash=true);
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bool isFast();
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bool isSlow();
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void SetIdle();
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void ClearCounters();
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@ -441,27 +441,33 @@ CCMD (exec)
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}
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}
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void execLogfile(const char *fn)
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{
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if ((Logfile = fopen(fn, "w")))
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{
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const char *timestr = myasctime();
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Printf("Log started: %s\n", timestr);
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}
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else
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{
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Printf("Could not start log\n");
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}
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}
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CCMD (logfile)
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{
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const char *timestr = myasctime ();
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if (Logfile)
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{
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Printf ("Log stopped: %s\n", timestr);
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const char *timestr = myasctime();
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Printf("Log stopped: %s\n", timestr);
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fclose (Logfile);
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Logfile = NULL;
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}
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if (argv.argc() >= 2)
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{
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if ( (Logfile = fopen (argv[1], "w")) )
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{
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Printf ("Log started: %s\n", timestr);
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}
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else
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{
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Printf ("Could not start log\n");
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}
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execLogfile(argv[1]);
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}
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}
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@ -168,4 +168,6 @@ extern unsigned int MakeKey (const char *s);
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extern unsigned int MakeKey (const char *s, size_t len);
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extern unsigned int SuperFastHash (const char *data, size_t len);
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void execLogfile(const char *fn);
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#endif //__C_DISPATCH_H__
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@ -2223,6 +2223,13 @@ void D_DoomMain (void)
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FString *args;
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int argcount;
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// +logfile gets checked too late to catch the full startup log in the logfile so do some extra check for it here.
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FString logfile = Args->TakeValue("+logfile");
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if (logfile != NULL)
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{
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execLogfile(logfile);
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}
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D_DoomInit();
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PClass::StaticInit ();
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atterm(FinalGC);
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@ -554,6 +554,7 @@ enum ESkillProperty
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SKILLP_NoPain,
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SKILLP_ArmorFactor,
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SKILLP_EasyKey,
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SKILLP_SlowMonsters,
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};
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int G_SkillProperty(ESkillProperty prop);
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const char * G_SkillName();
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@ -568,6 +569,7 @@ struct FSkillInfo
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fixed_t AmmoFactor, DoubleAmmoFactor, DropAmmoFactor;
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fixed_t DamageFactor;
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bool FastMonsters;
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bool SlowMonsters;
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bool DisableCheats;
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bool AutoUseHealth;
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@ -64,6 +64,7 @@ void FMapInfoParser::ParseSkill ()
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skill.DropAmmoFactor = -1;
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skill.DamageFactor = FRACUNIT;
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skill.FastMonsters = false;
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skill.SlowMonsters = false;
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skill.DisableCheats = false;
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skill.EasyBossBrain = false;
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skill.EasyKey = false;
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@ -118,6 +119,10 @@ void FMapInfoParser::ParseSkill ()
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{
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skill.FastMonsters = true;
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}
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else if (sc.Compare ("slowmonsters"))
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{
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skill.SlowMonsters = true;
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}
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else if (sc.Compare ("disablecheats"))
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{
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skill.DisableCheats = true;
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@ -336,6 +341,9 @@ int G_SkillProperty(ESkillProperty prop)
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case SKILLP_FastMonsters:
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return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
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case SKILLP_SlowMonsters:
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return AllSkills[gameskill].SlowMonsters;
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case SKILLP_Respawn:
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if (dmflags & DF_MONSTERS_RESPAWN && AllSkills[gameskill].RespawnCounter==0)
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return TICRATE * gameinfo.defaultrespawntime;
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@ -433,6 +441,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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DropAmmoFactor = other.DropAmmoFactor;
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DamageFactor = other.DamageFactor;
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FastMonsters = other.FastMonsters;
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SlowMonsters = other.SlowMonsters;
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DisableCheats = other.DisableCheats;
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AutoUseHealth = other.AutoUseHealth;
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EasyBossBrain = other.EasyBossBrain;
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@ -77,6 +77,7 @@ struct FState
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BYTE Fast:1;
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BYTE NoDelay:1; // Spawn states executes its action normally
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BYTE CanRaise:1; // Allows a monster to be resurrected without waiting for an infinate frame
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BYTE Slow:1; // Inverse of fast
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int ParameterIndex;
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inline int GetFrame() const
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@ -1542,7 +1542,6 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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int c;
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int stop;
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int pnum;
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player_t* player;
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bool chasegoal = params? (!(params->flags & LOF_DONTCHASEGOAL)) : true;
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@ -1615,11 +1614,13 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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pnum = actor->LastLookPlayerNumber;
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}
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stop = (pnum - 1) & (MAXPLAYERS-1);
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for (;;)
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{
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pnum = (pnum + 1) & (MAXPLAYERS-1);
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// [ED850] Each and every player should only ever be checked once.
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if (c++ < MAXPLAYERS)
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{
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pnum = (pnum + 1) & (MAXPLAYERS - 1);
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if (!playeringame[pnum])
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continue;
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@ -1627,8 +1628,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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{
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actor->LastLookPlayerNumber = pnum;
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}
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if (++c == MAXPLAYERS-1 || pnum == stop)
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}
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else
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{
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// done looking
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if (actor->target == NULL)
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@ -1692,11 +1693,11 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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&& P_AproxDistance (player->mo->velx, player->mo->vely)
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< 5*FRACUNIT)
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{ // Player is sneaking - can't detect
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return false;
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continue;
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}
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if (pr_lookforplayers() < 225)
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{ // Player isn't sneaking, but still didn't detect
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return false;
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continue;
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}
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}
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}
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@ -405,7 +405,7 @@ bool AActor::InStateSequence(FState * newstate, FState * basestate)
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//
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// Get the actual duration of the next state
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// We are using a state flag now to indicate a state that should be
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// accelerated in Fast mode.
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// accelerated in Fast mode or slowed in Slow mode.
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//
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//==========================================================================
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@ -416,6 +416,10 @@ int AActor::GetTics(FState * newstate)
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{
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return tics - (tics>>1);
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}
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else if (isSlow() && newstate->Slow)
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{
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return tics<<1;
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}
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return tics;
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}
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@ -4082,6 +4086,11 @@ bool AActor::isFast()
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return !!G_SkillProperty(SKILLP_FastMonsters);
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}
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bool AActor::isSlow()
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{
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return !!G_SkillProperty(SKILLP_SlowMonsters);
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}
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void AActor::Activate (AActor *activator)
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{
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if ((flags3 & MF3_ISMONSTER) && (health > 0 || (flags & MF_ICECORPSE)))
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@ -4795,10 +4804,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// Set various UDMF options
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if (mthing->alpha != -1)
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{
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DPrintf("Setting alpha to %f", FIXED2FLOAT(mthing->alpha));
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mobj->alpha = mthing->alpha;
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}
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if (mthing->RenderStyle != STYLE_Count)
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mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle;
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if (mthing->scaleX)
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@ -1764,6 +1764,9 @@ void P_LoadThings (MapData * map)
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mti[i].Conversation = 0;
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mti[i].SkillFilter = MakeSkill(flags);
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mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
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mti[i].RenderStyle = STYLE_Count;
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mti[i].alpha = -1;
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mti[i].health = 1;
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flags &= ~MTF_SKILLMASK;
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mti[i].flags = (short)((flags & 0xf) | 0x7e0);
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if (gameinfo.gametype == GAME_Strife)
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@ -1837,6 +1840,10 @@ void P_LoadThings2 (MapData * map)
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mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
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mti[i].Conversation = 0;
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mti[i].gravity = FRACUNIT;
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mti[i].RenderStyle = STYLE_Count;
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mti[i].alpha = -1;
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mti[i].health = 1;
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mti[i].fillcolor = mti[i].scaleX = mti[i].scaleY = mti[i].score = 0;
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}
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delete[] mtp;
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}
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@ -275,6 +275,11 @@ do_stop:
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state.Fast = true;
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continue;
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}
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if (sc.Compare("SLOW"))
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{
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state.Slow = true;
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continue;
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}
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if (sc.Compare("NODELAY"))
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{
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if (bag.statedef.GetStateLabelIndex(NAME_Spawn) == bag.statedef.GetStateCount())
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@ -581,6 +581,18 @@ void I_DetectOS(void)
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osname = "Server 2008 R2";
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}
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}
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else if (info.dwMinorVersion == 2)
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{
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// Microsoft broke this API for 8.1 so without jumping through hoops it won't be possible anymore to detect never versions aside from the build number, especially for older compilers.
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if (info.wProductType == VER_NT_WORKSTATION)
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{
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osname = "8 (or higher)";
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}
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else
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{
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osname = "Server 2012 (or higher)";
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}
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}
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}
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break;
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@ -39,16 +39,16 @@ ACTOR Acolyte : StrifeHumanoid
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AGRD ABCDABCD 5 A_Wander
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Loop
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See:
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AGRD A 6 A_AcolyteBits
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AGRD BCD 6 A_Chase
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AGRD A 6 Fast Slow A_AcolyteBits
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AGRD BCD 6 Fast Slow A_Chase
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Loop
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Missile:
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AGRD E 8 A_FaceTarget
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AGRD FE 4 A_ShootGun
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AGRD F 6 A_ShootGun
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AGRD E 8 Fast Slow A_FaceTarget
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AGRD FE 4 Fast Slow A_ShootGun
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AGRD F 6 Fast Slow A_ShootGun
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Goto See
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Pain:
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AGRD O 8 A_Pain
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AGRD O 8 Fast Slow A_Pain
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Goto See
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Death:
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AGRD G 4
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@ -170,8 +170,8 @@ ACTOR AcolyteShadow : Acolyte 58
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AGRD A 6 A_BeShadowyFoe
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Goto Super::See+1
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Pain:
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AGRD O 0 A_SetShadow
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AGRD O 8 A_Pain
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AGRD O 0 Fast Slow A_SetShadow
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AGRD O 8 Fast Slow A_Pain
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Goto See
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}
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}
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@ -42,19 +42,16 @@ ACTOR Crusader 3005
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ROB2 AABBCCDD 3 A_Chase
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Loop
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Missile:
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ROB2 E 3 A_FaceTarget
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ROB2 F 2 Bright A_CrusaderChoose
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ROB2 E 2 Bright A_CrusaderSweepLeft
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ROB2 F 3 Bright A_CrusaderSweepLeft
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ROB2 E 2 Bright A_CrusaderSweepLeft
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ROB2 F 2 Bright A_CrusaderSweepLeft
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ROB2 E 2 Bright A_CrusaderSweepRight
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ROB2 F 2 Bright A_CrusaderSweepRight
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ROB2 E 2 Bright A_CrusaderSweepRight
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ROB2 F 2 A_CrusaderRefire
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ROB2 E 3 Slow A_FaceTarget
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ROB2 F 2 Slow Bright A_CrusaderChoose
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ROB2 E 2 Slow Bright A_CrusaderSweepLeft
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ROB2 F 3 Slow Bright A_CrusaderSweepLeft
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ROB2 EF 2 Slow Bright A_CrusaderSweepLeft
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ROB2 EFE 2 Slow Bright A_CrusaderSweepRight
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ROB2 F 2 Slow A_CrusaderRefire
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Loop
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Pain:
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ROB2 D 1 A_Pain
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ROB2 D 1 Slow A_Pain
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Goto See
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Death:
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ROB2 G 3 A_Scream
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|
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@ -32,16 +32,16 @@ ACTOR Reaver 3001
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ROB1 BBCCDDEE 3 A_Chase
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Loop
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Melee:
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ROB1 H 6 A_FaceTarget
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ROB1 I 8 A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
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ROB1 H 6
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ROB1 H 6 Slow A_FaceTarget
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ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade")
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ROB1 H 6 Slow
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Goto See
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Missile:
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ROB1 F 8 A_FaceTarget
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ROB1 G 11 BRIGHT A_ReaverRanged
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ROB1 F 8 Slow A_FaceTarget
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ROB1 G 11 Slow BRIGHT A_ReaverRanged
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Goto See
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Pain:
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ROB1 A 2
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ROB1 A 2 Slow
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ROB1 A 2 A_Pain
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Goto See
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Death:
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|
|
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@ -45,14 +45,14 @@ ACTOR Stalker 186
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STLK J 10 A_Look
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Loop
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See:
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STLK A 1 A_StalkerChaseDecide
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STLK ABB 3 A_Chase
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STLK C 3 A_StalkerWalk
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STLK C 3 A_Chase
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STLK A 1 Slow A_StalkerChaseDecide
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STLK ABB 3 Slow A_Chase
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STLK C 3 Slow A_StalkerWalk
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STLK C 3 Slow A_Chase
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Loop
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Melee:
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STLK J 3 A_FaceTarget
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STLK K 3 A_StalkerAttack
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STLK J 3 Slow A_FaceTarget
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STLK K 3 Slow A_StalkerAttack
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SeeFloor:
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STLK J 3 A_StalkerWalk
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STLK KK 3 A_Chase
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|
|
|
@ -1786,8 +1786,8 @@ ACTOR CeilingTurret 27
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Loop
|
||||
Missile:
|
||||
Pain:
|
||||
TURT B 4 A_ShootGun
|
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TURT D 3 A_SentinelRefire
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TURT B 4 Slow A_ShootGun
|
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TURT D 3 Slow A_SentinelRefire
|
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TURT A 4 A_SentinelRefire
|
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Loop
|
||||
Death:
|
||||
|
|
|
@ -238,6 +238,7 @@ skill baby
|
|||
AmmoFactor = 2
|
||||
DamageFactor = 0.5
|
||||
EasyBossBrain
|
||||
SlowMonsters
|
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SpawnFilter = Baby
|
||||
PicName = "M_JKILL"
|
||||
Name = "$SSKILL_BABY"
|
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|
|
|
@ -240,5 +240,5 @@ enum
|
|||
//
|
||||
ML_PASSTHROUGH = -1,
|
||||
ML_TRANSLUCENT = -2,
|
||||
ML_TRANSPARENT = -3,
|
||||
ML_TRANSPARENT = -3
|
||||
}
|
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Reference in a new issue