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- use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors.
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parent
f9741f1047
commit
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9 changed files with 22 additions and 16 deletions
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@ -857,6 +857,7 @@ public:
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int special1; // Special info
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int special2; // Special info
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int weaponspecial; // Special info for weapons.
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int health;
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BYTE movedir; // 0-7
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SBYTE visdir;
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@ -56,7 +56,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
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}
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}
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// didn't find any creatures, so try to strike any walls
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player->mo->special1 = 0;
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player->mo->weaponspecial = 0;
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angle = player->mo->angle;
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slope = P_AimLineAttack (player->mo, angle, MELEERANGE, &linetarget);
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@ -164,7 +164,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
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{
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self->special1 = (pr_blink()>>1)+20;
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self->weaponspecial = (pr_blink()>>1)+20;
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}
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//============================================================================
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@ -177,10 +177,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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if (self->player && self->player->ReadyWeapon)
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{
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if (!--self->special1)
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if (!--self->weaponspecial)
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{
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P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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self->special1 = (pr_blink()+50)>>2;
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self->weaponspecial = (pr_blink()+50)>>2;
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}
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else
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{
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@ -253,7 +253,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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}
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}
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// didn't find any creatures, so try to strike any walls
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pmo->special1 = 0;
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pmo->weaponspecial = 0;
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, MELEERANGE, &linetarget);
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@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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{
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P_ThrustMobj (linetarget, angle, power);
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}
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pmo->special1 = false; // Don't throw a hammer
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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}
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}
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@ -73,7 +73,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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{
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P_ThrustMobj(linetarget, angle, power);
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}
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pmo->special1 = false; // Don't throw a hammer
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pmo->weaponspecial = false; // Don't throw a hammer
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goto hammerdone;
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}
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}
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@ -83,11 +83,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
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{
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pmo->special1 = false;
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pmo->weaponspecial = false;
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}
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else
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{
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pmo->special1 = true;
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pmo->weaponspecial = true;
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}
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hammerdone:
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// Don't spawn a hammer if the player doesn't have enough mana
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@ -95,7 +95,7 @@ hammerdone:
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!player->ReadyWeapon->CheckAmmo (player->ReadyWeapon->bAltFire ?
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AWeapon::AltFire : AWeapon::PrimaryFire, false, true))
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{
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pmo->special1 = false;
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pmo->weaponspecial = false;
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}
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return;
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}
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@ -116,7 +116,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerThrow)
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return;
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}
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if (!player->mo->special1)
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if (!player->mo->weaponspecial)
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{
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return;
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}
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@ -66,7 +66,7 @@ static bool TryPunch(APlayerPawn *pmo, angle_t angle, int damage, fixed_t power)
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slope = P_AimLineAttack (pmo, angle, 2*MELEERANGE, &linetarget);
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if (linetarget != NULL)
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{
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if (++pmo->special1 >= 3)
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if (++pmo->weaponspecial >= 3)
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{
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damage <<= 1;
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power *= 3;
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@ -117,9 +117,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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if (TryPunch(pmo, pmo->angle + i*(ANG45/16), damage, power) ||
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TryPunch(pmo, pmo->angle - i*(ANG45/16), damage, power))
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{ // hit something
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if (pmo->special1 >= 3)
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if (pmo->weaponspecial >= 3)
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{
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pmo->special1 = 0;
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pmo->weaponspecial = 0;
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P_SetPsprite (player, ps_weapon, player->ReadyWeapon->FindState ("Fire2"));
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S_Sound (pmo, CHAN_VOICE, "*fistgrunt", 1, ATTN_NORM);
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}
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@ -127,7 +127,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
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}
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}
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// didn't find any creatures, so try to strike any walls
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pmo->special1 = 0;
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pmo->weaponspecial = 0;
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AActor *linetarget;
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int slope = P_AimLineAttack (pmo, pmo->angle, MELEERANGE, &linetarget);
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@ -206,6 +206,10 @@ void AActor::Serialize (FArchive &arc)
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{
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arc << flags7;
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}
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if (SaveVersion >= 4511)
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{
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arc << weaponspecial;
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}
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arc << special1
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<< special2
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<< health
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@ -211,6 +211,7 @@ void P_BringUpWeapon (player_t *player)
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// make sure that the previous weapon's flash state is terminated.
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// When coming here from a weapon drop it may still be active.
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P_SetPsprite(player, ps_flash, NULL);
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player->mo->weaponspecial = 0;
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}
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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 4511
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#define SAVEVER 4512
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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