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- fixed: meleethreshold only has meaning when the attacking monster actually
has a melee attack. - copied a colormap fix from Skulltag. SVN r531 (trunk)
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4 changed files with 17 additions and 7 deletions
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@ -1,3 +1,8 @@
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May 13, 2007 (Changes by Graf Zahl)
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- fixed: meleethreshold only has meaning when the attacking monster actually
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has a melee attack.
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- copied a colormap fix from Skulltag.
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May 12, 2007 (Changes by Graf Zahl)
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May 12, 2007 (Changes by Graf Zahl)
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- Added a compatibility option to restore the original behavior of the Invisibility
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- Added a compatibility option to restore the original behavior of the Invisibility
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powerup.
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powerup.
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@ -2220,7 +2220,9 @@ void G_InitLevelLocals ()
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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NormalLight.Maps = realcolormaps;
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NormalLight.Maps = realcolormaps;
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NormalLight.Color = PalEntry (255, 255, 255);
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//NormalLight.Color = PalEntry (255, 255, 255);
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// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
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NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
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level.gravity = sv_gravity * 35/TICRATE;
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level.gravity = sv_gravity * 35/TICRATE;
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level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);
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level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);
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@ -321,13 +321,11 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
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// new version encapsulates the different behavior in flags instead of virtual functions
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// new version encapsulates the different behavior in flags instead of virtual functions
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// The advantage is that this allows inheriting the missile attack attributes from the
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// The advantage is that this allows inheriting the missile attack attributes from the
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// various Doom monsters by custom monsters
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// various Doom monsters by custom monsters
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// Making these values customizable is not necessary and in most case more confusing than
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// helpful because no value here translates into anything really meaningful.
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if (maxtargetrange > 0 && dist > maxtargetrange)
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if (maxtargetrange > 0 && dist > maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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return false; // The Arch Vile's special behavior turned into a property
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if (dist < meleethreshold)
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if (MeleeState != NULL && dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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@ -759,8 +759,13 @@ void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate)
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if (lightcolor != Color || desaturate != Desaturate)
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if (lightcolor != Color || desaturate != Desaturate)
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{
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{
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Color = lightcolor;
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Color = lightcolor;
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// [BB] desaturate must be in [0,255]
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if( desaturate > 255 )
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desaturate = 255;
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else if ( desaturate < 0 )
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desaturate = 0;
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Desaturate = desaturate;
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Desaturate = desaturate;
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BuildLights ();
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if (Maps) BuildLights ();
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}
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}
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}
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}
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@ -769,7 +774,7 @@ void FDynamicColormap::ChangeFade (PalEntry fadecolor)
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if (fadecolor != Fade)
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if (fadecolor != Fade)
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{
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{
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Fade = fadecolor;
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Fade = fadecolor;
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BuildLights ();
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if (Maps) BuildLights ();
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}
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}
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}
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}
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@ -779,7 +784,7 @@ void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor)
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{
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{
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Color = lightcolor;
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Color = lightcolor;
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Fade = fadecolor;
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Fade = fadecolor;
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BuildLights ();
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if (Maps) BuildLights ();
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}
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}
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}
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}
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