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- Added Skulltag's HQ resite feature
- removed special handling for old ZSBSPs that threw out overlapping linedefs. If such nodes are encountered now a rebuild is forced instead of trying to work with the broken data. - Update to ZDoom r1333: - Added Karate Chris's new DMFlags submission. - Fixed: The correct player class was not remembered when the menu had both a player class selection menu and an episode menu. - Fixed: AddToConsole could write outside its working buffer. - Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase. - Fixed: When picking up weapons the code did not check if it should switch away from weak weapons. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@279 b0f79afe-0144-0410-b225-9a4edf0717df
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39 changed files with 583 additions and 300 deletions
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@ -686,6 +686,31 @@ AWeapon *APlayerPawn::PickNewWeapon (const PClass *ammotype)
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return best;
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}
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//===========================================================================
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//
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// APlayerPawn :: CheckWeaponSwitch
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//
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// Checks if weapons should be changed after picking up ammo
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//
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//===========================================================================
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void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
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{
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if (!player->userinfo.neverswitch &&
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player->PendingWeapon == WP_NOCHANGE &&
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(player->ReadyWeapon == NULL ||
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(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)))
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{
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AWeapon *best = BestWeapon (ammotype);
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if (best != NULL && (player->ReadyWeapon == NULL ||
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best->SelectionOrder < player->ReadyWeapon->SelectionOrder))
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{
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player->PendingWeapon = best;
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}
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: GiveDeathmatchInventory
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