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* Updated to ZDoom r2794:
- Added Demolisher's APROP_Target/TracerTID [fixed] submission. - Reverted r2783 because it was causing problems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@965 b0f79afe-0144-0410-b225-9a4edf0717df
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5 changed files with 10 additions and 16 deletions
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@ -1345,10 +1345,7 @@ void G_PlayerReborn (int player)
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if (gamestate != GS_TITLELEVEL)
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{
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actor->GiveDefaultInventory ();
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// [Spleen] ReadyWeapon will be set when P_MovePsprites calls P_BringUpWeapon
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p->ReadyWeapon = NULL;
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//p->ReadyWeapon = p->PendingWeapon;
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p->ReadyWeapon = p->PendingWeapon;
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}
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//Added by MC: Init bot structure.
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@ -2547,6 +2547,8 @@ enum
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APROP_Notrigger = 23,
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APROP_DamageFactor = 24,
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APROP_MasterTID = 25,
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APROP_TargetTID = 26,
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APROP_TracerTID = 27
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -2786,6 +2788,8 @@ int DLevelScript::GetActorProperty (int tid, int property)
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}
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case APROP_Score: return actor->Score;
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case APROP_MasterTID: return DoGetMasterTID (actor);
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case APROP_TargetTID: return (actor->target != NULL)? actor->target->tid : 0;
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case APROP_TracerTID: return (actor->tracer != NULL)? actor->tracer->tid : 0;
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default: return 0;
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}
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}
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@ -2817,6 +2821,8 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_JumpZ:
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case APROP_Score:
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case APROP_MasterTID:
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case APROP_TargetTID:
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case APROP_TracerTID:
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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@ -794,15 +794,9 @@ void P_SetupPsprites(player_t *player)
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{
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player->psprites[i].state = NULL;
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}
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// [Spleen] Let P_MovePsprites handle calling P_BringUpWeapon,
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// instead of P_SetupPsprites, to avoid raising it twice in one tic.
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/*
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// Spawn the ready weapon
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player->PendingWeapon = player->ReadyWeapon;
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P_BringUpWeapon (player);
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*/
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}
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//------------------------------------------------------------------------
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@ -1103,10 +1103,7 @@ void APlayerPawn::GiveDefaultInventory ()
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if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
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static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
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{
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// [Spleen] ReadyWeapon will be set when P_MovePsprites calls P_BringUpWeapon
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player->PendingWeapon = static_cast<AWeapon *> (item);
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player->ReadyWeapon = NULL;
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//player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
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player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
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}
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}
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di = di->Next;
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@ -3,5 +3,5 @@
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// This file was automatically generated by the
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// updaterevision tool. Do not edit by hand.
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#define ZD_SVN_REVISION_STRING "2786"
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#define ZD_SVN_REVISION_NUMBER 2786
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#define ZD_SVN_REVISION_STRING "2794"
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#define ZD_SVN_REVISION_NUMBER 2794
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