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- Moved the regeneration powerup's effect out of P_PlayerThink() and into APowerRegeneration::DoEffect().
SVN r3640 (trunk)
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1ac8f8b348
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4 changed files with 12 additions and 36 deletions
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@ -193,7 +193,6 @@ typedef enum
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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CF_REFLECTION = 1 << 19,
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CF_REFLECTION = 1 << 19,
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CF_PROSPERITY = 1 << 20,
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CF_PROSPERITY = 1 << 20,
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@ -1658,35 +1658,18 @@ IMPLEMENT_CLASS(APowerRegeneration)
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//===========================================================================
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//===========================================================================
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//
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//
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// ARuneRegeneration :: InitEffect
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// APowerRegeneration :: DoEffect
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//
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//
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//===========================================================================
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//===========================================================================
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void APowerRegeneration::InitEffect( )
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void APowerRegeneration::DoEffect()
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{
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{
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Super::InitEffect();
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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if (Owner== NULL || Owner->player == NULL)
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return;
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// Give the player the power to regnerate lost life.
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Owner->player->cheats |= CF_REGENERATION;
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}
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//===========================================================================
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//
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// ARuneRegeneration :: EndEffect
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//
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//===========================================================================
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void APowerRegeneration::EndEffect( )
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{
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Super::EndEffect();
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// Nothing to do if there's no owner.
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if (Owner != NULL && Owner->player != NULL)
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{
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{
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// Take away the regeneration power.
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if (P_GiveBody(Owner, 5))
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Owner->player->cheats &= ~CF_REGENERATION;
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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}
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}
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}
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}
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@ -214,8 +214,7 @@ class APowerRegeneration : public APowerup
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{
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{
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DECLARE_CLASS( APowerRegeneration, APowerup )
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DECLARE_CLASS( APowerRegeneration, APowerup )
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protected:
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protected:
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void InitEffect( );
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void DoEffect();
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void EndEffect( );
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};
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};
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class APowerHighJump : public APowerup
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class APowerHighJump : public APowerup
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@ -2446,15 +2446,6 @@ void P_PlayerThink (player_t *player)
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P_PoisonDamage (player, player->poisoner, 1, true);
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P_PoisonDamage (player, player->poisoner, 1, true);
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}
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}
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// [BC] Apply regeneration.
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if (( level.time & 31 ) == 0 && ( player->cheats & CF_REGENERATION ) && ( player->health ))
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{
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if ( P_GiveBody( player->mo, 5 ))
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{
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S_Sound(player->mo, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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}
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// Apply degeneration.
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// Apply degeneration.
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if (dmflags2 & DF2_YES_DEGENERATION)
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if (dmflags2 & DF2_YES_DEGENERATION)
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{
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{
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@ -2702,6 +2693,10 @@ void player_t::Serialize (FArchive &arc)
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{
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{
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cheats &= ~(1 << 15); // make sure old CF_TIMEFREEZE bit is cleared
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cheats &= ~(1 << 15); // make sure old CF_TIMEFREEZE bit is cleared
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}
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}
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if (SaveVersion < 3640)
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{
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cheats &= ~(1 << 17); // make sure old CF_REGENERATION bit is cleared
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}
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if (isbot)
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if (isbot)
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{
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{
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