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* Updated to ZDoom r2627:
- Fixed: P_LineAttack mixed up two flags variables. - Added PinkSilver's LOF_NOJUMP submission for A_LookEx. - Fixed: Clearing a pickup message for inventory items was not possible. Changed it so that "You got a pickup" is AInventory's pickup message and not a default returned when nothing valid is set. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@921 b0f79afe-0144-0410-b225-9a4edf0717df
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7 changed files with 21 additions and 17 deletions
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@ -890,7 +890,7 @@ void AInventory::Touch (AActor *toucher)
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{
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const char * message = PickupMessage ();
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if (toucher->CheckLocalView (consoleplayer)
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if (message != NULL && *message != 0 && toucher->CheckLocalView (consoleplayer)
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&& (StaticLastMessageTic != gametic || StaticLastMessage != message))
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{
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StaticLastMessageTic = gametic;
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@ -960,9 +960,7 @@ void AInventory::DoPickupSpecial (AActor *toucher)
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const char *AInventory::PickupMessage ()
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{
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const char *message = GetClass()->Meta.GetMetaString (AIMETA_PickupMessage);
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return message != NULL? message : "You got a pickup";
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return GetClass()->Meta.GetMetaString (AIMETA_PickupMessage);
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}
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//===========================================================================
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@ -1975,14 +1975,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
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if (self->target && !(self->flags & MF_INCHASE))
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{
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if (seestate)
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{
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self->SetState (seestate);
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}
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else
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{
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self->SetState (self->SeeState);
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}
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if (!(flags & LOF_NOJUMP))
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{
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if (seestate)
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{
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self->SetState (seestate);
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}
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else
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{
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self->SetState (self->SeeState);
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}
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}
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}
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}
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@ -32,6 +32,7 @@ enum LO_Flags
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LOF_DONTCHASEGOAL = 4,
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LOF_NOSEESOUND = 8,
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LOF_FULLVOLSEESOUND = 16,
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LOF_NOJUMP = 32,
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};
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struct FLookExParams
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@ -3502,12 +3502,12 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
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if (damage || (puffDefaults->flags6 & MF6_FORCEPAIN))
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{
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int flags = DMG_INFLICTOR_IS_PUFF;
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int dmgflags = DMG_INFLICTOR_IS_PUFF;
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// Allow MF5_PIERCEARMOR on a weapon as well.
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if (t1->player != NULL && t1->player->ReadyWeapon != NULL &&
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t1->player->ReadyWeapon->flags5 & MF5_PIERCEARMOR)
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{
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flags |= DMG_NO_ARMOR;
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dmgflags |= DMG_NO_ARMOR;
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}
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if (puff == NULL)
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@ -3517,7 +3517,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
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killPuff = true;
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}
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P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, flags);
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P_DamageMobj (trace.Actor, puff ? puff : t1, t1, damage, damageType, dmgflags);
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}
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if (victim != NULL)
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{
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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 "2624"
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#define ZD_SVN_REVISION_NUMBER 2624
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#define ZD_SVN_REVISION_STRING "2627"
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#define ZD_SVN_REVISION_NUMBER 2627
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@ -5,6 +5,7 @@ ACTOR Inventory native
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Inventory.InterHubAmount 1
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Inventory.UseSound "misc/invuse"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG"
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0);
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@ -286,6 +286,7 @@ STSTR_CHOPPERS = "... doesn't suck - GM";
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STSTR_CLEV = "Changing Level...\n";
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TXT_BUDDHAON = "Buddha mode ON";
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TXT_BUDDHAOFF = "Buddha mode OFF";
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TXT_DEFAULTPICKUPMSG = "You got a pickup";
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E1TEXT =
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"Once you beat the big badasses and\n"
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