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- Fixed: Starting a game without skill menu always started the first episode.
- Changed A_AlertMonsters so that it can be placed directly in a weapon state. - Fixed: Frozen corpses of stealth monsters were invisible. - Added: Calling Radius_Quake with a tid of 0 now uses the activator as the quake's center. SVN r275 (trunk)
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7 changed files with 41 additions and 11 deletions
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@ -1,4 +1,11 @@
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July 29, 2008 (Changes by Graf Zahl)
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July 30, 2006 (Changes by Graf Zahl)
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- Fixed: Starting a game without skill menu always started the first episode.
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- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
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July 29, 2006 (Changes by Graf Zahl)
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- Fixed: Frozen corpses of stealth monsters were invisible.
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- Added: Calling Radius_Quake with a tid of 0 now uses the activator
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as the quake's center.
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- Used the new explosion handling to clean up the old style projectile
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definitions. The SimpleProjectile class is gone and it uses the meta
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data and A_ExplodeParms instead now.
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@ -11,7 +18,7 @@ July 29, 2008 (Changes by Graf Zahl)
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- Changed DECORATE parsing so that functions with completely optional
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parameter lists don't create an empty list when called without parameters.
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July 28, 2008
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July 28, 2006
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- Version bump to 2.1.4.
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- Fixed: Friendlies would not turn to face you when you engaged them in
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conversation, nor would they reliably return to their original facing when
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@ -181,6 +181,13 @@ void A_FreezeDeath (AActor *actor)
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actor->height = actor->GetDefault()->height;
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S_Sound (actor, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
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// [RH] Andy Baker's stealth monsters
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if (actor->flags & MF_STEALTH)
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{
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actor->alpha = OPAQUE;
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actor->visdir = 0;
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}
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if (actor->player)
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{
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actor->player->damagecount = 0;
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@ -152,19 +152,30 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
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//
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//==========================================================================
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bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad)
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bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad)
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{
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AActor *center;
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FActorIterator iterator (tid);
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bool res = false;
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intensity = clamp (intensity, 1, 9);
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if (tid == 0)
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{
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if (activator != NULL)
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{
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new DEarthquake(activator, intensity, duration, damrad, tremrad);
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return true;
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}
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}
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else
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{
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FActorIterator iterator (tid);
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while ( (center = iterator.Next ()) )
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{
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res = true;
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new DEarthquake (center, intensity, duration, damrad, tremrad);
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}
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}
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return res;
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}
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@ -271,7 +271,11 @@ END_DEFAULTS
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void A_AlertMonsters (AActor *self)
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{
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if (self->target != NULL && self->target->player != NULL)
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if (self->player != NULL)
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{
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P_NoiseAlert(self, self);
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}
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else if (self->target != NULL && self->target->player != NULL)
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{
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P_NoiseAlert (self->target, self);
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}
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@ -1729,13 +1729,14 @@ void M_Episode (int choice)
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return;
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}
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epi = choice;
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if (EpisodeNoSkill[choice])
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{
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M_ChooseSkill(2);
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return;
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}
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epi = choice;
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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M_SetupNextMenu (&NewDef);
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else if (gameinfo.gametype == GAME_Hexen)
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@ -1650,7 +1650,7 @@ FUNC(LS_Light_Stop)
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FUNC(LS_Radius_Quake)
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// Radius_Quake (intensity, duration, damrad, tremrad, tid)
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{
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return P_StartQuake (arg4, arg0, arg1, arg2, arg3);
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return P_StartQuake (it, arg4, arg0, arg1, arg2, arg3);
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}
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FUNC(LS_UsePuzzleItem)
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@ -951,6 +951,6 @@ void P_DoDeferedScripts (void);
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//
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// [RH] p_quake.c
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//
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bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad);
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bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad);
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#endif
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