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* Updated to ZDoom r3322:
- When a missile teleports, maintain velocity on the other end. * Unversioned and ignored gdtoa user file. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1270 b0f79afe-0144-0410-b225-9a4edf0717df
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3 changed files with 9 additions and 69 deletions
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@ -1,65 +0,0 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioUserFile
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ProjectType="Visual C++"
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Version="8,00"
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ShowAllFiles="false"
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>
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<Configurations>
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<Configuration
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Name="Debug|Win32"
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>
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<DebugSettings
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Command=""
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WorkingDirectory=""
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CommandArguments=""
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Attach="false"
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DebuggerType="3"
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Remote="1"
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RemoteMachine="CHRISTOPH-PC"
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RemoteCommand=""
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HttpUrl=""
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PDBPath=""
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SQLDebugging=""
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Environment=""
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EnvironmentMerge="true"
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DebuggerFlavor=""
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MPIRunCommand=""
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MPIRunArguments=""
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MPIRunWorkingDirectory=""
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ApplicationCommand=""
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ApplicationArguments=""
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ShimCommand=""
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MPIAcceptMode=""
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MPIAcceptFilter=""
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/>
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</Configuration>
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<Configuration
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Name="Release|Win32"
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>
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<DebugSettings
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Command=""
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WorkingDirectory=""
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CommandArguments=""
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Attach="false"
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DebuggerType="3"
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Remote="1"
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RemoteMachine="CHRISTOPH-PC"
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RemoteCommand=""
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HttpUrl=""
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PDBPath=""
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SQLDebugging=""
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Environment=""
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EnvironmentMerge="true"
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DebuggerFlavor=""
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MPIRunCommand=""
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MPIRunArguments=""
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MPIRunWorkingDirectory=""
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ApplicationCommand=""
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ApplicationArguments=""
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ShimCommand=""
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MPIAcceptMode=""
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MPIAcceptFilter=""
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/>
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</Configuration>
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</Configurations>
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</VisualStudioUserFile>
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@ -110,6 +110,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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sector_t *destsect;
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sector_t *destsect;
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bool resetpitch = false;
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bool resetpitch = false;
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fixed_t floorheight, ceilingheight;
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fixed_t floorheight, ceilingheight;
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fixed_t missilespeed;
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oldx = thing->x;
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oldx = thing->x;
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oldy = thing->y;
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oldy = thing->y;
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@ -122,6 +123,10 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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player = NULL;
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player = NULL;
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floorheight = destsect->floorplane.ZatPoint (x, y);
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floorheight = destsect->floorplane.ZatPoint (x, y);
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ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
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ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
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if (thing->flags & MF_MISSILE)
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{ // We don't measure z velocity, because it doesn't change.
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missilespeed = xs_CRoundToInt(TVector2<double>(thing->velx, thing->vely).Length());
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}
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if (keepHeight)
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if (keepHeight)
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{
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{
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z = floorheight + aboveFloor;
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z = floorheight + aboveFloor;
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@ -210,8 +215,8 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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if (thing->flags & MF_MISSILE)
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if (thing->flags & MF_MISSILE)
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{
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{
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angle >>= ANGLETOFINESHIFT;
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angle >>= ANGLETOFINESHIFT;
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thing->velx = FixedMul (thing->Speed, finecosine[angle]);
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thing->velx = FixedMul (missilespeed, finecosine[angle]);
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thing->vely = FixedMul (thing->Speed, finesine[angle]);
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thing->vely = FixedMul (missilespeed, finesine[angle]);
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}
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}
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// [BC] && bHaltVelocity.
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// [BC] && bHaltVelocity.
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else if (!keepOrientation && bHaltVelocity) // no fog doesn't alter the player's momentum
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else if (!keepOrientation && bHaltVelocity) // no fog doesn't alter the player's momentum
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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 "3321"
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#define ZD_SVN_REVISION_STRING "3322"
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#define ZD_SVN_REVISION_NUMBER 3321
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#define ZD_SVN_REVISION_NUMBER 3322
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