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- Update to ZDoom r1762:
- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps. - Changed the dword definition of PalEntry to uint32 so that it has one consistent definition across all source files. - Swapped the order of floor and ceiling moves in DElevator::Tick() so that if an elevator contains an actor exactly the same height as it, it will not be blocked. - Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting value for i was 0. - Added kgsws's SummonActor enhancement and bumped netgame and demo versions because this submission changes an existing command. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@410 b0f79afe-0144-0410-b225-9a4edf0717df
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11 changed files with 139 additions and 89 deletions
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@ -260,18 +260,6 @@ void DElevator::Tick ()
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oldceiling = m_Sector->ceilingplane.d;
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if (m_Direction < 0) // moving down
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{
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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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{
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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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else // up
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{
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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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@ -283,6 +271,18 @@ void DElevator::Tick ()
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}
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}
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}
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else // up
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{
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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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{
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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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if (res == pastdest) // if destination height acheived
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{
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