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- added missing MBF21 Dehacked keys "blood color" and "dropped item".
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1 changed files with 33 additions and 0 deletions
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@ -68,6 +68,8 @@
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#include "actorptrselect.h"
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#include "g_levellocals.h"
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extern TArray<PalEntry> TranslationColors;
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void JitDumpLog(FILE *file, VMScriptFunction *func);
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// [SO] Just the way Randy said to do it :)
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@ -1273,6 +1275,37 @@ static int PatchThing (int thingy)
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{
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info->meleerange = DEHToDouble(val) - 20; // -20 is needed because DSDA subtracts it in P_CheckMeleeRange, while GZDoom does not.
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}
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else if (linelen == 12 && stricmp(Line1, "dropped item") == 0)
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{
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if ((unsigned)val < InfoNames.Size())
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{
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FDropItem* di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
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di->Name = InfoNames[val]->TypeName.GetChars();
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di->Probability = 255;
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di->Amount = -1;
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info->GetInfo()->DropItems = di;
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}
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}
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else if (linelen == 11 && stricmp(Line1, "blood color") == 0)
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{
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static const unsigned int bloodcolor[] = {
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0, // 0 - Red (normal)
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0xffcccccc, // 1 - Grey
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0xff63af57, // 2 - Green
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0xff6357af, // 3 - Blue
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0xffffd300, // 4 - Yellow
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0xff333333, // 5 - Black
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0xffff30ff, // 6 - Purple
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0xffffffff, // 7 - White
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0xffff8000, // 8 - Orange
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};
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if (val < 0 || val > 8) val = 0;
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unsigned color = bloodcolor[val];
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info->BloodColor = color;
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info->BloodTranslation = val == 0? 0 : TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color));
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}
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else if (linelen == 10 && stricmp(Line1, "MBF21 Bits") == 0)
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{
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uint32_t value = 0;
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