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https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-05-29 16:31:16 +00:00
* Updated to ZDoom r3455:
- Fixed: Teleports that were not initiated by walking would not trigger sector actions. - Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors. - When morphing, transfer the score to the new actor, and when unmorphing, transfer the morphed actor's score back to the old actor. - Fixed: D_WriteUserInfoStrings() mixed the colorset with the color for the verbose form. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1317 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
parent
07bf0c470d
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8 changed files with 135 additions and 49 deletions
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@ -330,6 +330,7 @@ enum
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MF6_DONTCORPSE = 0x02000000, // [RC] Don't autoset MF_CORPSE upon death and don't force Crash state change.
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MF6_POISONALWAYS = 0x04000000, // Always apply poison, even when target can't take the damage.
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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// --- mobj.renderflags ---
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@ -775,6 +776,8 @@ public:
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const char *GetTag(const char *def = NULL) const;
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void SetTag(const char *def);
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// Triggers SECSPAC_Exit/SECSPAC_Enter and related events if oldsec != current sector
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void CheckSectorTransition(sector_t *oldsec);
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// info for drawing
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// NOTE: The first member variable *must* be x.
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@ -598,8 +598,8 @@ void D_WriteUserInfoStrings (int i, BYTE **stream, bool compact)
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,
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D_EscapeUserInfo(info->netname).GetChars(),
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(double)info->aimdist / (float)ANGLE_1,
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info->colorset,
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RPART(info->color), GPART(info->color), BPART(info->color),
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info->colorset,
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D_EscapeUserInfo(skins[info->skin].name).GetChars(),
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info->team,
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info->gender == GENDER_FEMALE ? "female" :
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@ -78,6 +78,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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morphed->angle = actor->angle;
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morphed->target = actor->target;
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morphed->tracer = actor;
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morphed->Score = actor->Score;
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p->PremorphWeapon = p->ReadyWeapon;
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morphed->special2 = actor->flags & ~MF_JUSTHIT;
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morphed->player = p;
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@ -225,6 +226,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->flags = (mo->flags & ~(MF_SHADOW|MF_NOGRAVITY)) | (pmo->flags & (MF_SHADOW|MF_NOGRAVITY));
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mo->flags2 = (mo->flags2 & ~MF2_FLY) | (pmo->flags2 & MF2_FLY);
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mo->flags3 = (mo->flags3 & ~MF3_GHOST) | (pmo->flags3 & MF3_GHOST);
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mo->Score = pmo->Score;
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const PClass *exit_flash = player->MorphExitFlash;
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bool correctweapon = !!(player->MorphStyle & MORPH_LOSEACTUALWEAPON);
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@ -261,7 +263,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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// taking events, reset up the face, if any;
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// this is only needed for old-skool skins
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// and for the original DOOM status bar.
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if ((player == &players[consoleplayer]))
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if (player == &players[consoleplayer])
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{
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const char *face = pmo->GetClass()->Meta.GetMetaString (APMETA_Face);
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if (face != NULL && strcmp(face, "None") != 0)
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@ -371,6 +373,7 @@ bool P_MorphMonster (AActor *actor, const PClass *spawntype, int duration, int s
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morphed->UnmorphedMe = actor;
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morphed->alpha = actor->alpha;
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morphed->RenderStyle = actor->RenderStyle;
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morphed->Score = actor->Score;
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morphed->UnmorphTime = level.time + ((duration) ? duration : MORPHTICS) + pr_morphmonst();
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morphed->MorphStyle = style;
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@ -440,6 +443,7 @@ bool P_UndoMonsterMorph (AMorphedMonster *beast, bool force)
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actor->velz = beast->velz;
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actor->tid = beast->tid;
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actor->special = beast->special;
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actor->Score = beast->Score;
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memcpy (actor->args, beast->args, sizeof(actor->args));
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actor->AddToHash ();
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beast->UnmorphedMe = NULL;
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@ -3175,6 +3175,64 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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return (!stricmp(string, FBehavior::StaticLookupString(value)));
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}
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bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, bool floor)
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{
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AActor *actor = SingleActorFromTID(tid, activator);
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if (actor == NULL)
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{
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return 0;
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}
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FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(string));
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if (tex == NULL)
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{ // If the texture we want to check against doesn't exist, then
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// they're obviously not the same.
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return 0;
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}
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int i, numff;
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FTextureID secpic;
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sector_t *sec = actor->Sector;
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numff = sec->e->XFloor.ffloors.Size();
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if (floor)
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{
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// Looking through planes from top to bottom
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for (i = 0; i < numff; ++i)
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{
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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if (actor->z >= ff->top.plane->ZatPoint(actor->x, actor->y))
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{ // This floor is beneath our feet.
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secpic = *ff->top.texture;
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break;
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}
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}
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if (i == numff)
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{ // Use sector's floor
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secpic = sec->GetTexture(sector_t::floor);
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}
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}
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else
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{
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fixed_t z = actor->z + actor->height;
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// Looking through planes from bottom to top
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for (i = numff-1; i >= 0; --i)
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{
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F3DFloor *ff = sec->e->XFloor.ffloors[i];
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if (z <= ff->bottom.plane->ZatPoint(actor->x, actor->y))
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{ // This floor is above our eyes.
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secpic = *ff->bottom.texture;
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break;
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}
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}
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if (i < 0)
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{ // Use sector's ceiling
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secpic = sec->GetTexture(sector_t::ceiling);
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}
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}
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return tex == TexMan[secpic];
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}
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enum
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{
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// These are the original inputs sent by the player.
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@ -6966,30 +7024,14 @@ int DLevelScript::RunScript ()
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break;
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case PCD_CHECKACTORCEILINGTEXTURE:
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{
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AActor *actor = SingleActorFromTID(STACK(2), activator);
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if (actor != NULL)
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{
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FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
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STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::ceiling)]);
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}
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else STACK(2)=0;
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STACK(2) = DoCheckActorTexture(STACK(2), activator, STACK(1), false);
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sp--;
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break;
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}
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case PCD_CHECKACTORFLOORTEXTURE:
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{
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AActor *actor = SingleActorFromTID(STACK(2), activator);
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if (actor != NULL)
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{
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FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
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STACK(2) = (tex == TexMan[actor->Sector->GetTexture(sector_t::floor)]);
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}
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else STACK(2)=0;
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STACK(2) = DoCheckActorTexture(STACK(2), activator, STACK(1), true);
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sp--;
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break;
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}
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case PCD_GETACTORLIGHTLEVEL:
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{
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@ -714,6 +714,7 @@ protected:
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static void SetLineTexture (int lineid, int side, int position, int name);
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static void ReplaceTextures (int fromname, int toname, int flags);
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static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force);
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static bool DoCheckActorTexture(int tid, AActor *activator, int string, bool floor);
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int DoSpawnSpot (int type, int spot, int tid, int angle, bool forced);
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int DoSpawnSpotFacing (int type, int spot, int tid, bool forced);
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int DoClassifyActor (int tid);
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@ -307,6 +307,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
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bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
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{
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FCheckPosition tmf;
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sector_t *oldsec = thing->Sector;
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// kill anything occupying the position
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@ -405,6 +406,13 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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thing->PrevY = y;
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thing->PrevZ = z;
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// If this teleport was caused by a move, P_TryMove() will handle the
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// sector transition messages better than we can here.
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if (!(thing->flags6 & MF6_INTRYMOVE))
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{
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thing->CheckSectorTransition(oldsec);
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}
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return true;
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}
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@ -1677,6 +1685,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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{
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thing->z = onfloor->ZatPoint (x, y);
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}
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thing->flags6 |= MF6_INTRYMOVE;
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if (!P_CheckPosition (thing, x, y, tm))
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{
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AActor *BlockingMobj = thing->BlockingMobj;
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@ -1704,6 +1713,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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if (!(tm.thing->flags2 & MF2_PASSMOBJ) || (i_compatflags & COMPATF_NO_PASSMOBJ))
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{
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thing->z = oldz;
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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}
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@ -1813,6 +1823,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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{ // Can't move over a dropoff unless it's been blasted
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// [GZ] Or missile-spawned
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thing->z = oldz;
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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}
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@ -1821,7 +1832,11 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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// special logic to move a monster off a dropoff
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// this intentionally does not check for standing on things.
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if (thing->floorz - tm.floorz > thing->MaxDropOffHeight ||
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thing->dropoffz - tm.dropoffz > thing->MaxDropOffHeight) return false;
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thing->dropoffz - tm.dropoffz > thing->MaxDropOffHeight)
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{
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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}
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}
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if (thing->flags2 & MF2_CANTLEAVEFLOORPIC
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|| tm.floorz - thing->z != 0))
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{ // must stay within a sector of a certain floor type
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thing->z = oldz;
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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@ -1843,6 +1859,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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thing->velx = 0;
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thing->vely = 0;
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thing->z = oldz;
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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}
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@ -1869,7 +1886,10 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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if (thing->BounceFlags & BOUNCE_MBF && // killough 8/13/98
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!(thing->flags & (MF_MISSILE|MF_NOGRAVITY)) &&
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!thing->IsSentient() && tm.floorz - thing->z > 16*FRACUNIT)
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return false; // too big a step up for MBF bouncers under gravity
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{ // too big a step up for MBF bouncers under gravity
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thing->flags6 &= ~MF6_INTRYMOVE;
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return false;
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}
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// the move is ok, so link the thing into its new position
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thing->UnlinkFromWorld ();
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// [RH] Don't activate anything if just predicting
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if (thing->player && (thing->player->cheats & CF_PREDICTING))
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{
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thing->flags6 &= ~MF6_INTRYMOVE;
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return true;
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}
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}
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// [RH] If changing sectors, trigger transitions
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if (oldsec != newsec)
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{
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if (oldsec->SecActTarget)
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{
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oldsec->SecActTarget->TriggerAction (thing, SECSPAC_Exit);
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}
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if (newsec->SecActTarget)
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{
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int act = SECSPAC_Enter;
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if (thing->z <= newsec->floorplane.ZatPoint (thing->x, thing->y))
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{
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act |= SECSPAC_HitFloor;
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}
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if (thing->z + thing->height >= newsec->ceilingplane.ZatPoint (thing->x, thing->y))
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{
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act |= SECSPAC_HitCeiling;
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}
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if (newsec->heightsec &&
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thing->z == newsec->heightsec->floorplane.ZatPoint (thing->x, thing->y))
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{
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act |= SECSPAC_HitFakeFloor;
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}
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newsec->SecActTarget->TriggerAction (thing, act);
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}
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}
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thing->CheckSectorTransition(oldsec);
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thing->flags6 &= ~MF6_INTRYMOVE;
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return true;
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pushline:
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thing->flags6 &= ~MF6_INTRYMOVE;
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// [RH] Don't activate anything if just predicting
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if (thing->player && (thing->player->cheats & CF_PREDICTING))
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{
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@ -3362,6 +3362,42 @@ void AActor::Tick ()
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}
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}
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//==========================================================================
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//
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// AActor :: CheckSectorTransition
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//
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// Fire off some sector triggers if the actor has changed sectors.
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//
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//==========================================================================
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void AActor::CheckSectorTransition(sector_t *oldsec)
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{
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if (oldsec != Sector)
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{
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if (oldsec->SecActTarget != NULL)
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{
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oldsec->SecActTarget->TriggerAction(this, SECSPAC_Exit);
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}
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if (Sector->SecActTarget != NULL)
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{
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int act = SECSPAC_Enter;
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if (z <= Sector->floorplane.ZatPoint(x, y))
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{
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act |= SECSPAC_HitFloor;
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}
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if (z + height >= Sector->ceilingplane.ZatPoint(x, y))
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{
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act |= SECSPAC_HitCeiling;
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}
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if (Sector->heightsec != NULL && z == Sector->heightsec->floorplane.ZatPoint(x, y))
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{
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act |= SECSPAC_HitFakeFloor;
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}
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Sector->SecActTarget->TriggerAction(this, act);
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}
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}
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}
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//==========================================================================
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//
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// AActor::UpdateWaterLevel
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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 "3450"
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#define ZD_SVN_REVISION_NUMBER 3450
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#define ZD_SVN_REVISION_STRING "3455"
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#define ZD_SVN_REVISION_NUMBER 3455
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