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- changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
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8 changed files with 82 additions and 32 deletions
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@ -357,7 +357,7 @@ bool FCajunMaster::IsDangerous (sector_t *sec)
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int special;
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return
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sec->damage
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sec->damageamount
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|| sec->special & DAMAGE_MASK
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|| (special = sec->special & 0xff, special == dLight_Strobe_Hurt)
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|| special == dDamage_Hellslime
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@ -367,6 +367,7 @@ bool FCajunMaster::IsDangerous (sector_t *sec)
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|| special == dDamage_LavaWimpy
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|| special == dDamage_LavaHefty
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|| special == dScroll_EastLavaDamage
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|| special == hDamage_Sludge
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|| special == sLight_Strobe_Hurt
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|| special == Damage_InstantDeath
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|| special == sDamage_SuperHellslime;
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@ -342,7 +342,7 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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}
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// Apply sector specials
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if (rover->model->special || rover->model->damage)
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if (rover->model->special || rover->model->damageamount)
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P_PlayerInSpecialSector(player, rover->model);
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// Apply flat specials (using the ceiling!)
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@ -2246,7 +2246,7 @@ FUNC(LS_PointPush_SetForce)
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}
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FUNC(LS_Sector_SetDamage)
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// Sector_SetDamage (tag, amount, mod)
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// Sector_SetDamage (tag, amount, mod, interval, leaky)
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{
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// The sector still stores the mod in its old format because
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// adding an FName to the sector_t structure might cause
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@ -2257,8 +2257,28 @@ FUNC(LS_Sector_SetDamage)
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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sectors[secnum].damage = arg1;
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sectors[secnum].mod = arg2;
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if (arg3 <= 0) // emulate old and hacky method to handle leakiness.
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{
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if (arg1 < 20)
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{
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arg4 = 0;
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arg3 = 32;
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}
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else if (arg1 < 50)
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{
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arg4 = 5;
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arg3 = 32;
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}
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else
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{
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arg4 = 256;
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arg3 = 1;
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}
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}
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sectors[secnum].damageamount = (short)arg1;
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sectors[secnum].damagemod = (short)arg2;
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sectors[secnum].damageinterval = (short)arg3;
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sectors[secnum].leakydamage = (short)arg4;
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}
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return true;
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}
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@ -369,9 +369,33 @@ void P_SerializeWorld (FArchive &arc)
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<< sec->heightsec
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<< sec->bottommap << sec->midmap << sec->topmap
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<< sec->gravity
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<< sec->damage
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<< sec->mod
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<< sec->SoundTarget
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<< sec->damageamount
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<< sec->damagemod;
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if (SaveVersion >= 4528)
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{
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arc << sec->damageinterval
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<< sec->leakydamage;
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}
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else
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{
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if (sec->damageamount < 20)
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{
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sec->leakydamage = 0;
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sec->damageinterval = 32;
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}
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else if (sec->damageamount < 50)
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{
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sec->leakydamage = 5;
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sec->damageinterval = 32;
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}
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else
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{
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sec->leakydamage = 256;
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sec->damageinterval = 1;
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}
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}
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arc << sec->SoundTarget
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<< sec->SecActTarget
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<< sec->sky
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<< sec->MoreFlags
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@ -566,24 +566,11 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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}
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// [RH] Apply any customizable damage
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if (sector->damage)
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if (sector->damageamount != 0)
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{
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if (sector->damage < 20)
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if (level.time % sector->damageinterval == 0 && (ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
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{
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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else if (sector->damage < 50)
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{
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if ((ironfeet == NULL || (pr_playerinspecialsector()<5))
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&& !(level.time&0x1f))
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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}
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else
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, MODtoDamageType (sector->damagemod));
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}
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}
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@ -1450,8 +1437,24 @@ void P_SpawnSpecials (void)
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FSectorTagIterator itr(lines[i].args[0]);
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while ((s = itr.Next()) >= 0)
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{
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sectors[s].damage = damage;
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sectors[s].mod = 0;//MOD_UNKNOWN;
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sector_t *sec = §ors[s];
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sec->damageamount = damage;
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sec->damagemod = 0;//MOD_UNKNOWN;
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if (sec->damageamount < 20)
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{
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sec->leakydamage = 0;
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sec->damageinterval = 32;
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}
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else if (sec->damageamount < 50)
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{
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sec->leakydamage = 5;
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sec->damageinterval = 32;
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}
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else
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{
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sec->leakydamage = 256;
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sec->damageinterval = 1;
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}
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}
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}
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break;
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@ -2538,7 +2538,7 @@ void P_PlayerThink (player_t *player)
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if (!(player->cheats & CF_PREDICTING))
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{
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P_PlayerOnSpecial3DFloor (player);
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if (player->mo->Sector->special || player->mo->Sector->damage)
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if (player->mo->Sector->special || player->mo->Sector->damageamount != 0)
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{
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P_PlayerInSpecialSector (player);
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}
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@ -710,8 +710,10 @@ struct sector_t
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struct msecnode_t *touching_thinglist; // phares 3/14/98
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float gravity; // [RH] Sector gravity (1.0 is normal)
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short damage; // [RH] Damage to do while standing on floor
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short mod; // [RH] Means-of-death for applied damage
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short damageamount; // [RH] Damage to do while standing on floor
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short damagemod; // [RH] Means-of-death for applied damage
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short damageinterval; // Interval for damage application
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short leakydamage; // chance of leaking through radiation suit
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WORD ZoneNumber; // [RH] Zone this sector belongs to
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WORD MoreFlags; // [RH] Internal sector flags
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4527
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#define SAVEVER 4528
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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