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https://github.com/ZDoom/gzdoom-gles.git
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- Copied railgun sound fix from Skulltag.
- Made infighting a level flag. The old method still exists but the level flags will take precedence if set. SVN r532 (trunk)
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ea2ea7dbf0
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9 changed files with 60 additions and 13 deletions
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@ -1,3 +1,10 @@
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May 20, 2007 (Changes by Graf Zahl)
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- Copied railgun sound fix from Skulltag.
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May 19, 2007 (Changes by Graf Zahl)
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- Made infighting a level flag. The old method still exists but the level flags
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will take precedence if set.
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May 13, 2007 (Changes by Graf Zahl)
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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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- fixed: meleethreshold only has meaning when the attacking monster actually
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has a melee attack.
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has a melee attack.
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@ -284,6 +284,9 @@ static const char *MapInfoMapLevel[] =
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"compat_invisibility",
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"compat_invisibility",
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"bordertexture",
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"bordertexture",
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"f1", // [RC] F1 help
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"f1", // [RC] F1 help
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"noinfighting",
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"normalinfighting",
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"totalinfighting",
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NULL
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NULL
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};
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};
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@ -419,6 +422,9 @@ MapHandlers[] =
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{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
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{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
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{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
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{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
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{ MITYPE_F1, lioffset(f1), 0, },
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{ MITYPE_F1, lioffset(f1), 0, },
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{ MITYPE_SCFLAGS, LEVEL_NOINFIGHTING, ~LEVEL_TOTALINFIGHTING },
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{ MITYPE_SCFLAGS, 0, ~(LEVEL_NOINFIGHTING|LEVEL_TOTALINFIGHTING)},
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{ MITYPE_SCFLAGS, LEVEL_TOTALINFIGHTING, ~LEVEL_NOINFIGHTING },
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};
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};
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static const char *MapInfoClusterLevel[] =
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static const char *MapInfoClusterLevel[] =
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@ -2220,7 +2226,7 @@ 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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// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
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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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NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
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@ -107,6 +107,8 @@
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#define LEVEL_CROUCH_YES UCONST64(0x100000000000)
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#define LEVEL_CROUCH_YES UCONST64(0x100000000000)
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#define LEVEL_PAUSE_MUSIC_IN_MENUS UCONST64(0x200000000000)
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#define LEVEL_PAUSE_MUSIC_IN_MENUS UCONST64(0x200000000000)
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#define LEVEL_TOTALINFIGHTING UCONST64(0x400000000000)
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#define LEVEL_NOINFIGHTING UCONST64(0x800000000000)
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struct acsdefered_s;
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struct acsdefered_s;
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@ -1225,12 +1225,13 @@ void M_OptInit (void)
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void M_InitVideoModesMenu ()
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void M_InitVideoModesMenu ()
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{
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{
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int dummy1, dummy2;
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//int dummy1, dummy2;
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size_t currval = 0;
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//size_t currval = 0;
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char name[24];
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//char name[24];
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M_RefreshModesList();
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M_RefreshModesList();
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/*
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for (unsigned int i = 1; i < 32 && currval < countof(Depths); i++)
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for (unsigned int i = 1; i < 32 && currval < countof(Depths); i++)
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{
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{
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Video->StartModeIterator (i, screen->IsFullscreen());
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Video->StartModeIterator (i, screen->IsFullscreen());
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@ -1243,6 +1244,7 @@ void M_InitVideoModesMenu ()
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currval++;
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currval++;
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}
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}
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}
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}
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*/
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//ModesItems[VM_DEPTHITEM].b.min = (float)currval;
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//ModesItems[VM_DEPTHITEM].b.min = (float)currval;
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@ -462,8 +462,9 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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else
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else
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{
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{
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// Only consider sound in 2D (for now, anyway)
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// Only consider sound in 2D (for now, anyway)
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// [BB] You have to devide by lengthsquared here, not multiply with it.
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r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) -
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r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) -
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(start.X - FIXED2FLOAT(mo->x)) * (dir.X)) * length * length;
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(start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared;
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dirz = dir.Z;
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dirz = dir.Z;
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dir.Z = 0;
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dir.Z = 0;
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@ -230,17 +230,34 @@ void DElevator::Tick ()
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{
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{
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EResult res;
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EResult res;
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fixed_t oldfloor, oldceiling;
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oldfloor = m_Sector->floorplane.d;
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oldceiling = m_Sector->ceilingplane.d;
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if (m_Direction < 0) // moving down
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if (m_Direction < 0) // moving down
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{
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{
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res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
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res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
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if (res == ok || res == pastdest)
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if (res == ok || res == pastdest)
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MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
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{
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res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
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if (res == crushed)
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{
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MoveCeiling (m_Speed, oldceiling, -m_Direction);
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}
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}
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}
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}
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else // up
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else // up
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{
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{
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res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
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res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
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if (res == ok || res == pastdest)
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if (res == ok || res == pastdest)
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MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
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{
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res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
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if (res == crushed)
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{
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MoveFloor (m_Speed, oldfloor, -m_Direction);
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}
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}
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}
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}
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if (res == pastdest) // if destination height acheived
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if (res == pastdest) // if destination height acheived
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@ -1241,10 +1241,15 @@ bool AActor::OkayToSwitchTarget (AActor *other)
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{ // [RH] Friendlies don't target other friendlies
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{ // [RH] Friendlies don't target other friendlies
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return false;
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return false;
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}
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}
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if ((gameinfo.gametype == GAME_Strife || infighting < 0) &&
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other->player == NULL && !IsHostile (other))
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int infight;
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if (level.flags & LEVEL_TOTALINFIGHTING) infight=1;
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else if (level.flags & LEVEL_NOINFIGHTING) infight=-1;
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else infight = infighting;
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if (infight < 0 && other->player == NULL && !IsHostile (other))
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{
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{
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return false; // Strife & infighting off: Non-friendlies don't target other non-friendlies
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return false; // infighting off: Non-friendlies don't target other non-friendlies
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}
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}
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if (TIDtoHate != 0 && TIDtoHate == other->TIDtoHate)
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if (TIDtoHate != 0 && TIDtoHate == other->TIDtoHate)
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return false; // [RH] Don't target "teammates"
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return false; // [RH] Don't target "teammates"
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@ -939,6 +939,7 @@ bool PIT_CheckThing (AActor *thing)
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// [Graf Zahl] Why do I have the feeling that this didn't really work anymore now
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// [Graf Zahl] Why do I have the feeling that this didn't really work anymore now
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// that ZDoom supports friendly monsters?
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// that ZDoom supports friendly monsters?
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if (tmthing->target != NULL)
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if (tmthing->target != NULL)
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{
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{
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if (thing == tmthing->target)
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if (thing == tmthing->target)
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@ -950,7 +951,12 @@ bool PIT_CheckThing (AActor *thing)
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// to harm / be harmed by anything.
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// to harm / be harmed by anything.
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if (!thing->player && !tmthing->target->player)
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if (!thing->player && !tmthing->target->player)
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{
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{
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if (infighting < 0)
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int infight;
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if (level.flags & LEVEL_TOTALINFIGHTING) infight=1;
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else if (level.flags & LEVEL_NOINFIGHTING) infight=-1;
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else infight = infighting;
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if (infight < 0)
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{
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{
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// -1: Monsters cannot hurt each other, but make exceptions for
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// -1: Monsters cannot hurt each other, but make exceptions for
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// friendliness and hate status.
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// friendliness and hate status.
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@ -973,7 +979,7 @@ bool PIT_CheckThing (AActor *thing)
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}
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}
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}
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}
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}
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}
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else if (infighting == 0)
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else if (infight == 0)
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{
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{
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// 0: Monsters cannot hurt same species except
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// 0: Monsters cannot hurt same species except
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// cases where they are clearly supposed to do that
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// cases where they are clearly supposed to do that
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@ -1001,7 +1007,7 @@ bool PIT_CheckThing (AActor *thing)
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}
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}
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}
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}
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}
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}
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// else if (infighting==1) any shot hurts anything - no further tests
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// else if (infight==1) any shot hurts anything - no further tests
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}
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}
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}
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}
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if (!(thing->flags & MF_SHOOTABLE))
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if (!(thing->flags & MF_SHOOTABLE))
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@ -5,6 +5,7 @@ forcenoskystretch
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strifefallingdamage
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strifefallingdamage
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nointermission
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nointermission
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clipmidtextures
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clipmidtextures
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noinfighting
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map MAP01 "AREA 1: sanctuary"
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map MAP01 "AREA 1: sanctuary"
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next MAP02
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next MAP02
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