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* Updated to ZDoom 4249:
- Fixed: r4225 accidentally removed the sky texture check for markceiling disabling. [Software only; OpenGL not concerned.] - Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup(). - Fixed: Ever since r1078, D'Sparil has been too quiet. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1563 b0f79afe-0144-0410-b225-9a4edf0717df
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4 changed files with 17 additions and 15 deletions
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@ -731,7 +731,6 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
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master = weap = static_cast<AWeapon*>(Spawn(di->Name, 0, 0, 0, NO_REPLACE));
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master = weap = static_cast<AWeapon*>(Spawn(di->Name, 0, 0, 0, NO_REPLACE));
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if (weap != NULL)
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if (weap != NULL)
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{
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{
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fixed_t dropammofactor;
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weap->ItemFlags &= ~IF_ALWAYSPICKUP; // use the flag of this item only.
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weap->ItemFlags &= ~IF_ALWAYSPICKUP; // use the flag of this item only.
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weap->flags = (weap->flags & ~MF_DROPPED) | (this->flags & MF_DROPPED);
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weap->flags = (weap->flags & ~MF_DROPPED) | (this->flags & MF_DROPPED);
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@ -2250,12 +2250,15 @@ void R_NewWall (bool needlights)
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if (planeside <= 0) // above view plane
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if (planeside <= 0) // above view plane
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markfloor = false;
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markfloor = false;
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if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
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{
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planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
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planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
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if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
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if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
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planeside = -planeside;
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planeside = -planeside;
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if (planeside <= 0) // below view plane
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if (planeside <= 0) // below view plane
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markceiling = false;
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markceiling = false;
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}
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}
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}
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FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
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FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
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@ -3,5 +3,5 @@
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// This file was automatically generated by the
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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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// updaterevision tool. Do not edit by hand.
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#define ZD_SVN_REVISION_STRING "4246"
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#define ZD_SVN_REVISION_STRING "4249"
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#define ZD_SVN_REVISION_NUMBER 4246
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#define ZD_SVN_REVISION_NUMBER 42469
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@ -68,10 +68,10 @@ ACTOR Sorcerer1 7
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SRCR F 7 A_Scream
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SRCR F 7 A_Scream
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SRCR G 7
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SRCR G 7
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SRCR HIJK 6
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SRCR HIJK 6
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SRCR L 25 A_PlaySoundEx("dsparil/zap", "body")
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SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
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SRCR MN 5
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SRCR MN 5
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SRCR O 4
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SRCR O 4
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SRCR L 20 A_PlaySoundEx("dsparil/zap", "body")
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SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
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SRCR MN 5
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SRCR MN 5
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SRCR O 4
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SRCR O 4
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SRCR L 12
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SRCR L 12
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@ -152,9 +152,9 @@ ACTOR Sorcerer2
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Loop
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Loop
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Rise:
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Rise:
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SOR2 AB 4
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SOR2 AB 4
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SOR2 C 4 A_PlaySoundEx("dsparil/rise", "Body")
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SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE)
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SOR2 DEF 4
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SOR2 DEF 4
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SOR2 G 12 A_PlaySoundEx("dsparil/sight", "Body")
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SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE)
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Goto See
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Goto See
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Pain:
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Pain:
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SOR2 Q 3
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SOR2 Q 3
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@ -171,15 +171,15 @@ ACTOR Sorcerer2
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Death:
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Death:
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SDTH A 8 A_Sor2DthInit
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SDTH A 8 A_Sor2DthInit
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SDTH B 8
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SDTH B 8
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SDTH C 8 A_PlaySoundEx("dsparil/scream", "Body")
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SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE)
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DeathLoop:
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DeathLoop:
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SDTH DE 7
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SDTH DE 7
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SDTH F 7 A_Sor2DthLoop
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SDTH F 7 A_Sor2DthLoop
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SDTH G 6 A_PlaySoundEx("dsparil/explode", "Body")
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SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE)
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SDTH H 6
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SDTH H 6
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SDTH I 18
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SDTH I 18
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SDTH J 6 A_NoBlocking
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SDTH J 6 A_NoBlocking
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SDTH K 6 A_PlaySoundEx("dsparil/bones", "Body")
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SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE)
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SDTH LMN 6
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SDTH LMN 6
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SDTH O -1 A_BossDeath
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SDTH O -1 A_BossDeath
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Stop
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Stop
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