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https://github.com/ZDoom/gzdoom-last-svn.git
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Update to ZDoom r1921:
- added 'defaultterrain' option to terrain parser for mods that want to have a different default terrain than a generic solid surface. - added format char processing to A_Print(Bold) and all printable messages that can be defined in DECORATE. - Fixed: The railgun code ignored MF3_ALWAYSPUFF. - added desaturated translations. - added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg. - added ACS CheckActorClass function - fixed: When a blasted actor collided with another one this other actor's DONTBLAST flag was not checked. - added a global DamageFactor actor property. All damage this actor takes is multiplied by this factor in addition to damage type specific damage factors. - added better earthquake functions for ACS and DECORATE. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@549 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
parent
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commit
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22 changed files with 306 additions and 82 deletions
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@ -1,3 +1,23 @@
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October 16, 2009 (Changes by Graf Zahl)
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- added 'defaultterrain' option to terrain parser for mods that want to have
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a different default terrain than a generic solid surface.
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- added format char processing to A_Print(Bold) and all printable messages
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that can be defined in DECORATE.
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- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
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- added desaturated translations.
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- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
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October 15, 2009 (Changes by Graf Zahl)
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- added ACS CheckActorClass function
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- fixed: When a blasted actor collided with another one this other actor's
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DONTBLAST flag was not checked.
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- added a global DamageFactor actor property. All damage this actor takes is multiplied
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by this factor in addition to damage type specific damage factors.
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- added better earthquake functions for ACS and DECORATE.
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October 10, 2009 (Changes by Graf Zahl)
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- Added MF6_NOTRIGGER flag that disables all line actions for an actor.
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October 9, 2009 (Changes by Graf Zahl)
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- Added Gez's seeker missile submission.
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- Added Gez's thing activation submission.
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@ -851,6 +851,7 @@ public:
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SWORD PainChance;
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int PainThreshold;
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FNameNoInit DamageType;
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fixed_t DamageFactor;
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FState *SpawnState;
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FState *SeeState;
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@ -1824,8 +1824,8 @@ CCMD (echo)
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int last = argv.argc()-1;
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for (int i = 1; i <= last; ++i)
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{
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strbin (argv[i]);
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Printf ("%s%s", argv[i], i!=last ? " " : "\n");
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FString formatted = strbin1 (argv[i]);
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Printf ("%s%s", formatted.GetChars(), i!=last ? " " : "\n");
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}
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}
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@ -252,7 +252,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
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DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
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{
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S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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CALL_ACTION(A_ReFire, self);
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A_ReFire (self);
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}
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@ -33,14 +33,14 @@ DEarthquake::DEarthquake()
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//==========================================================================
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DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
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int damrad, int tremrad)
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int damrad, int tremrad, FSoundID quakesound)
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: DThinker(STAT_EARTHQUAKE)
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{
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m_QuakeSFX = "world/quake";
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m_QuakeSFX = quakesound;
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m_Spot = center;
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// Radii are specified in tile units (64 pixels)
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m_DamageRadius = damrad << (FRACBITS+6);
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m_TremorRadius = tremrad << (FRACBITS+6);
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m_DamageRadius = damrad << (FRACBITS);
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m_TremorRadius = tremrad << (FRACBITS);
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m_Intensity = intensity;
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m_Countdown = duration;
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}
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@ -56,7 +56,15 @@ void DEarthquake::Serialize (FArchive &arc)
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Super::Serialize (arc);
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arc << m_Spot << m_Intensity << m_Countdown
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<< m_TremorRadius << m_DamageRadius;
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m_QuakeSFX = "world/quake";
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if (SaveVersion >= 1912)
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{
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arc << m_QuakeSFX;
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}
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else
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{
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m_QuakeSFX = "world/quake";
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}
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}
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//==========================================================================
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@ -158,7 +166,7 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
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//
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//==========================================================================
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bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad)
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bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
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{
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AActor *center;
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bool res = false;
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@ -169,7 +177,7 @@ bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int
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{
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if (activator != NULL)
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{
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new DEarthquake(activator, intensity, duration, damrad, tremrad);
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new DEarthquake(activator, intensity, duration, damrad, tremrad, quakesfx);
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return true;
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}
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}
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@ -179,7 +187,7 @@ bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int
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while ( (center = iterator.Next ()) )
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{
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res = true;
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new DEarthquake (center, intensity, duration, damrad, tremrad);
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new DEarthquake (center, intensity, duration, damrad, tremrad, quakesfx);
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}
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}
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@ -128,7 +128,7 @@ class DEarthquake : public DThinker
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DECLARE_CLASS (DEarthquake, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad);
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DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
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void Serialize (FArchive &arc);
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void Tick ();
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@ -2429,6 +2429,7 @@ enum
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APROP_NameTag = 21,
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APROP_Score = 22,
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APROP_Notrigger = 23,
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APROP_DamageFactor = 24,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -2593,6 +2594,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->Tag = FBehavior::StaticLookupString(value);
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break;
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case APROP_DamageFactor:
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actor->DamageFactor = value;
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break;
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default:
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// do nothing.
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break;
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@ -2625,6 +2630,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Health: return actor->health;
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case APROP_Speed: return actor->Speed;
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case APROP_Damage: return actor->Damage; // Should this call GetMissileDamage() instead?
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case APROP_DamageFactor:return actor->DamageFactor;
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case APROP_Alpha: return actor->alpha;
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case APROP_RenderStyle: for (int style = STYLE_None; style < STYLE_Count; ++style)
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{ // Check for a legacy render style that matches.
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@ -2685,6 +2691,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Health:
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case APROP_Speed:
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case APROP_Damage:
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case APROP_DamageFactor:
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case APROP_Alpha:
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case APROP_RenderStyle:
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case APROP_Gravity:
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@ -2899,6 +2906,8 @@ enum EACSFunctions
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ACSF_SetActorVelocity,
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ACSF_SetUserVariable,
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ACSF_GetUserVariable,
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ACSF_Radius_Quake2,
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ACSF_CheckActorClass,
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};
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int DLevelScript::SideFromID(int id, int side)
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@ -3133,7 +3142,17 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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}
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else return 0;
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}
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case ACSF_Radius_Quake2:
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P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], FBehavior::StaticLookupString(args[5]));
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break;
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case ACSF_CheckActorClass:
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{
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AActor *a = args[0] == 0 ? (AActor *)activator : SingleActorFromTID(args[0], NULL);
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return a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
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}
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default:
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break;
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@ -1009,6 +1009,8 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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if (damage <= 0) return;
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}
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}
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damage = FixedMul(damage, target->DamageFactor);
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if (damage <= 0) return;
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damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
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}
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@ -1736,7 +1736,7 @@ FUNC(LS_Light_Stop)
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FUNC(LS_Radius_Quake)
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// Radius_Quake (intensity, duration, damrad, tremrad, tid)
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{
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return P_StartQuake (it, arg4, arg0, arg1, arg2, arg3);
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return P_StartQuake (it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake");
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}
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FUNC(LS_UsePuzzleItem)
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@ -886,8 +886,9 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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// Check for blasted thing running into another
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if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
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{
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if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER))
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if (!(thing->flags2 & MF2_BOSS) && (thing->flags3 & MF3_ISMONSTER) && !(thing->flags3 & MF3_DONTBLAST))
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{
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// ideally this should take the mass factor into account
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thing->velx += tm.thing->velx;
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thing->vely += tm.thing->vely;
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if ((thing->velx + thing->vely) > 3*FRACUNIT)
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@ -3766,6 +3767,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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for (i = 0; i < RailHits.Size (); i++)
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{
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fixed_t x, y, z;
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bool spawnpuff;
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x = x1 + FixedMul (RailHits[i].Distance, vx);
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y = y1 + FixedMul (RailHits[i].Distance, vy);
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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{
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if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
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spawnpuff = puffclass != NULL;
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}
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else
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{
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spawnpuff = (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF);
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P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
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}
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if (spawnpuff) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
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P_DamageMobj (RailHits[i].HitActor, thepuff? thepuff:source, source, damage, damagetype, DMG_INFLICTOR_IS_PUFF);
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}
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@ -3788,6 +3792,11 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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if (trace.HitType == TRACE_HitWall)
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{
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SpawnShootDecal (source, trace);
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if (puffclass != NULL && puffDefaults->flags3 & MF3_ALWAYSPUFF)
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{
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P_SpawnPuff (source, puffclass, trace.X, trace.Y, trace.Z, source->angle - ANG90, 1, 0);
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}
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}
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if (trace.HitType == TRACE_HitFloor &&
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trace.CrossedWater == NULL &&
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@ -310,6 +310,10 @@ void AActor::Serialize (FArchive &arc)
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{
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arc << PainThreshold;
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}
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if (SaveVersion >= 1914)
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{
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arc << DamageFactor;
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}
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for(int i=0; i<10; i++) arc << uservar[i];
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@ -206,7 +206,7 @@ void P_BringUpWeapon (player_t *player)
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//
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//---------------------------------------------------------------------------
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void P_FireWeapon (player_t *player)
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void P_FireWeapon (player_t *player, FState *state)
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{
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AWeapon *weapon;
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@ -225,7 +225,11 @@ void P_FireWeapon (player_t *player)
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player->mo->PlayAttacking ();
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weapon->bAltFire = false;
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P_SetPsprite (player, ps_weapon, weapon->GetAtkState(!!player->refire));
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if (state == NULL)
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{
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state = weapon->GetAtkState(!!player->refire);
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}
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P_SetPsprite (player, ps_weapon, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -238,7 +242,7 @@ void P_FireWeapon (player_t *player)
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//
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//---------------------------------------------------------------------------
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void P_FireWeaponAlt (player_t *player)
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void P_FireWeaponAlt (player_t *player, FState *state)
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{
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AWeapon *weapon;
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@ -258,8 +262,12 @@ void P_FireWeaponAlt (player_t *player)
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player->mo->PlayAttacking ();
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weapon->bAltFire = true;
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if (state == NULL)
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{
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state = weapon->GetAltAtkState(!!player->refire);
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}
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P_SetPsprite (player, ps_weapon, weapon->GetAltAtkState(!!player->refire));
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P_SetPsprite (player, ps_weapon, state);
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if (!(weapon->WeaponFlags & WIF_NOALERT))
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{
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P_NoiseAlert (player->mo, player->mo, false);
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@ -456,7 +464,7 @@ void P_CheckWeaponFire (player_t *player)
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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player->attackdown = true;
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P_FireWeapon (player);
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P_FireWeapon (player, NULL);
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return;
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}
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}
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@ -465,7 +473,7 @@ void P_CheckWeaponFire (player_t *player)
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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player->attackdown = true;
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P_FireWeaponAlt (player);
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P_FireWeaponAlt (player, NULL);
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return;
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}
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}
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@ -507,7 +515,15 @@ void P_CheckWeaponSwitch (player_t *player)
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
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{
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ACTION_PARAM_START(1)
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ACTION_PARAM_STATE(state, 0);
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A_ReFire(self, state);
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}
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void A_ReFire(AActor *self, FState *state)
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{
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player_t *player = self->player;
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@ -520,14 +536,14 @@ DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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{
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player->refire++;
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P_FireWeapon (player);
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P_FireWeapon (player, state);
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}
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else if ((player->cmd.ucmd.buttons&BT_ALTATTACK)
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&& player->ReadyWeapon->bAltFire
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&& player->PendingWeapon == WP_NOCHANGE && player->health)
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{
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player->refire++;
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P_FireWeaponAlt (player);
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P_FireWeaponAlt (player, state);
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}
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else
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{
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@ -661,8 +677,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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//
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// A_GunFlash
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//
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DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
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{
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ACTION_PARAM_START(1)
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ACTION_PARAM_STATE(flash, 0);
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player_t *player = self->player;
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if (NULL == player)
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@ -671,9 +690,11 @@ DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
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}
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player->mo->PlayAttacking2 ();
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FState * flash=NULL;
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if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
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if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
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if (flash == NULL)
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{
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if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash);
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if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash);
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}
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P_SetPsprite (player, ps_flash, flash);
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}
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|
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@ -95,6 +95,6 @@ void DoReadyWeaponToFire(AActor * self, bool primary = true, bool secondary = tr
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void DoReadyWeaponToSwitch(AActor * self);
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DECLARE_ACTION(A_Raise)
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DECLARE_ACTION(A_ReFire)
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void A_ReFire(AActor *self, FState *state = NULL);
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#endif // __P_PSPR_H__
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|
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@ -981,6 +981,6 @@ void P_DoDeferedScripts (void);
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//
|
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// [RH] p_quake.c
|
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//
|
||||
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad);
|
||||
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -63,7 +63,8 @@ enum EOuterKeywords
|
|||
OUT_IFHERETIC,
|
||||
OUT_IFHEXEN,
|
||||
OUT_IFSTRIFE,
|
||||
OUT_ENDIF
|
||||
OUT_ENDIF,
|
||||
OUT_DEFAULTTERRAIN
|
||||
};
|
||||
|
||||
enum ETerrainKeywords
|
||||
|
@ -125,6 +126,7 @@ static void GenericParse (FScanner &sc, FGenericParse *parser, const char **keyw
|
|||
void *fields, const char *type, FName name);
|
||||
static void ParseDamage (FScanner &sc, int keyword, void *fields);
|
||||
static void ParseFriction (FScanner &sc, int keyword, void *fields);
|
||||
static void ParseDefault (FScanner &sc);
|
||||
|
||||
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
||||
|
||||
|
@ -133,6 +135,7 @@ static void ParseFriction (FScanner &sc, int keyword, void *fields);
|
|||
FTerrainTypeArray TerrainTypes;
|
||||
TArray<FSplashDef> Splashes;
|
||||
TArray<FTerrainDef> Terrains;
|
||||
WORD DefaultTerrainType;
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
|
@ -146,6 +149,7 @@ static const char *OuterKeywords[] =
|
|||
"ifhexen",
|
||||
"ifstrife",
|
||||
"endif",
|
||||
"defaultterrain",
|
||||
NULL
|
||||
};
|
||||
|
||||
|
@ -222,27 +226,7 @@ static FGenericParse TerrainParser[] =
|
|||
{ GEN_Bool, {theoffsetof(FTerrainDef, AllowProtection)} },
|
||||
};
|
||||
|
||||
/*
|
||||
struct
|
||||
{
|
||||
char *name;
|
||||
int type;
|
||||
bool Heretic;
|
||||
}
|
||||
TerrainTypeDefs[] =
|
||||
{
|
||||
{ "FLTWAWA1", FLOOR_WATER, true },
|
||||
{ "FLTFLWW1", FLOOR_WATER, true },
|
||||
{ "FLTLAVA1", FLOOR_LAVA, true },
|
||||
{ "FLATHUH1", FLOOR_LAVA, true },
|
||||
{ "FLTSLUD1", FLOOR_SLUDGE, true },
|
||||
{ "X_005", FLOOR_WATER, false },
|
||||
{ "X_001", FLOOR_LAVA, false },
|
||||
{ "X_009", FLOOR_SLUDGE, false },
|
||||
{ "F_033", FLOOR_ICE, false },
|
||||
{ "END", -1 }
|
||||
};
|
||||
*/
|
||||
|
||||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
|
@ -258,9 +242,9 @@ void P_InitTerrainTypes ()
|
|||
int lump;
|
||||
int size;
|
||||
|
||||
size = (TexMan.NumTextures()+1)*sizeof(BYTE);
|
||||
size = (TexMan.NumTextures()+1);
|
||||
TerrainTypes.Resize(size);
|
||||
memset (&TerrainTypes[0], 0, size);
|
||||
TerrainTypes.Clear();
|
||||
|
||||
MakeDefaultTerrain ();
|
||||
|
||||
|
@ -343,6 +327,10 @@ static void ParseOuter (FScanner &sc)
|
|||
ParseFloor (sc);
|
||||
break;
|
||||
|
||||
case OUT_DEFAULTTERRAIN:
|
||||
ParseDefault (sc);
|
||||
break;
|
||||
|
||||
case OUT_IFDOOM:
|
||||
if (!(gameinfo.gametype & GAME_DoomChex))
|
||||
{
|
||||
|
@ -676,7 +664,27 @@ static void ParseFloor (FScanner &sc)
|
|||
Printf ("Unknown terrain %s\n", sc.String);
|
||||
terrain = 0;
|
||||
}
|
||||
TerrainTypes[picnum] = terrain;
|
||||
TerrainTypes.Set(picnum.GetIndex(), terrain);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ParseFloor
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void ParseDefault (FScanner &sc)
|
||||
{
|
||||
int terrain;
|
||||
|
||||
sc.MustGetString ();
|
||||
terrain = FindTerrain (sc.String);
|
||||
if (terrain == -1)
|
||||
{
|
||||
Printf ("Unknown terrain %s\n", sc.String);
|
||||
terrain = 0;
|
||||
}
|
||||
DefaultTerrainType = terrain;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -39,25 +39,36 @@
|
|||
|
||||
struct PClass;
|
||||
|
||||
// This is just a wrapper class so that I don't have to expose FTextureID's implementation
|
||||
// to anything that doesn't really need it.
|
||||
extern WORD DefaultTerrainType;
|
||||
|
||||
|
||||
class FTerrainTypeArray
|
||||
{
|
||||
public:
|
||||
TArray<BYTE> Types;
|
||||
TArray<WORD> Types;
|
||||
|
||||
BYTE &operator [](FTextureID tex)
|
||||
WORD operator [](FTextureID tex) const
|
||||
{
|
||||
return Types[tex.GetIndex()];
|
||||
WORD type = Types[tex.GetIndex()];
|
||||
return type == 0xffff? DefaultTerrainType : type;
|
||||
}
|
||||
BYTE &operator [](int texnum)
|
||||
WORD operator [](int texnum) const
|
||||
{
|
||||
return Types[texnum];
|
||||
WORD type = Types[texnum];
|
||||
return type == 0xffff? DefaultTerrainType : type;
|
||||
}
|
||||
void Resize(unsigned newsize)
|
||||
{
|
||||
Types.Resize(newsize);
|
||||
}
|
||||
void Clear()
|
||||
{
|
||||
memset (&Types[0], 0xff, Types.Size()*sizeof(WORD));
|
||||
}
|
||||
void Set(int index, int value)
|
||||
{
|
||||
Types[index] = value;
|
||||
}
|
||||
};
|
||||
|
||||
extern FTerrainTypeArray TerrainTypes;
|
||||
|
|
|
@ -396,9 +396,48 @@ void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, in
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void FRemapTable::AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2)
|
||||
{
|
||||
r1 = clamp(r1, 0.0f, 2.0f);
|
||||
g1 = clamp(g1, 0.0f, 2.0f);
|
||||
b1 = clamp(b1, 0.0f, 2.0f);
|
||||
r2 = clamp(r2, 0.0f, 2.0f);
|
||||
g2 = clamp(g2, 0.0f, 2.0f);
|
||||
b2 = clamp(b2, 0.0f, 2.0f);
|
||||
|
||||
r2 -= r1;
|
||||
g2 -= g1;
|
||||
b2 -= b1;
|
||||
r1 *= 255;
|
||||
g1 *= 255;
|
||||
b1 *= 255;
|
||||
|
||||
for(int c=start; c < end; c++)
|
||||
{
|
||||
double intensity = (GPalette.BaseColors[c].r * 77 +
|
||||
GPalette.BaseColors[c].g * 143 +
|
||||
GPalette.BaseColors[c].b * 37) / 256.0;
|
||||
|
||||
PalEntry pe = PalEntry( MIN(255, int(r1 + intensity*r2)),
|
||||
MIN(255, int(g1 + intensity*g2)),
|
||||
MIN(255, int(b1 + intensity*b2)));
|
||||
|
||||
Remap[c] = ColorMatcher.Pick(pe);
|
||||
Palette[c] = pe;
|
||||
Palette[c].a = c==0? 0:255;
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void FRemapTable::AddToTranslation(const char * range)
|
||||
{
|
||||
int start,end;
|
||||
bool desaturated = false;
|
||||
FScanner sc;
|
||||
|
||||
sc.OpenMem("translation", range, int(strlen(range)));
|
||||
|
@ -412,7 +451,15 @@ void FRemapTable::AddToTranslation(const char * range)
|
|||
sc.MustGetToken(TK_IntConst);
|
||||
end = sc.Number;
|
||||
sc.MustGetToken('=');
|
||||
if (!sc.CheckToken('['))
|
||||
if (start < 0 || start > 255 || end < 0 || end > 255)
|
||||
{
|
||||
sc.ScriptError("Palette index out of range");
|
||||
return;
|
||||
}
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
|
||||
if (sc.TokenType != '[' && sc.TokenType != '%')
|
||||
{
|
||||
int pal1,pal2;
|
||||
|
||||
|
@ -423,7 +470,7 @@ void FRemapTable::AddToTranslation(const char * range)
|
|||
pal2 = sc.Number;
|
||||
AddIndexRange(start, end, pal1, pal2);
|
||||
}
|
||||
else
|
||||
else if (sc.TokenType == '[')
|
||||
{
|
||||
// translation using RGB values
|
||||
int r1,g1,b1,r2,g2,b2;
|
||||
|
@ -456,6 +503,46 @@ void FRemapTable::AddToTranslation(const char * range)
|
|||
|
||||
AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
|
||||
}
|
||||
else if (sc.TokenType == '%')
|
||||
{
|
||||
// translation using RGB values
|
||||
float r1,g1,b1,r2,g2,b2;
|
||||
|
||||
sc.MustGetToken('[');
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
r1 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
g1 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
b1 = float(sc.Float);
|
||||
sc.MustGetToken(']');
|
||||
sc.MustGetToken(':');
|
||||
sc.MustGetToken('[');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
r2 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
g2 = float(sc.Float);
|
||||
sc.MustGetToken(',');
|
||||
|
||||
sc.MustGetAnyToken();
|
||||
if (sc.TokenType != TK_IntConst) sc.TokenMustBe(TK_FloatConst);
|
||||
b2 = float(sc.Float);
|
||||
sc.MustGetToken(']');
|
||||
|
||||
AddDesaturation(start, end, r1, g1, b1, r2, g2, b2);
|
||||
}
|
||||
}
|
||||
catch (CRecoverableError &err)
|
||||
{
|
||||
|
|
|
@ -38,6 +38,7 @@ struct FRemapTable
|
|||
void Serialize(FArchive &ar);
|
||||
void AddIndexRange(int start, int end, int pal1, int pal2);
|
||||
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
|
||||
void AddDesaturation(int start, int end, float r1,float g1, float b1, float r2, float g2, float b2);
|
||||
void AddToTranslation(const char * range);
|
||||
int StoreTranslation();
|
||||
|
||||
|
|
|
@ -3,5 +3,5 @@
|
|||
// This file was automatically generated by the
|
||||
// updaterevision tool. Do not edit by hand.
|
||||
|
||||
#define ZD_SVN_REVISION_STRING "1909"
|
||||
#define ZD_SVN_REVISION_NUMBER 1909
|
||||
#define ZD_SVN_REVISION_STRING "1921"
|
||||
#define ZD_SVN_REVISION_NUMBER 1921
|
||||
|
|
|
@ -1699,7 +1699,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
|
|||
con_midtime = time;
|
||||
}
|
||||
|
||||
C_MidPrint(font != NULL ? font : SmallFont, text);
|
||||
FString formatted = strbin1(text);
|
||||
C_MidPrint(font != NULL ? font : SmallFont, formatted.GetChars());
|
||||
con_midtime = saved;
|
||||
}
|
||||
}
|
||||
|
@ -1729,7 +1730,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
|
|||
con_midtime = time;
|
||||
}
|
||||
|
||||
C_MidPrintBold(font != NULL ? font : SmallFont, text);
|
||||
FString formatted = strbin1(text);
|
||||
C_MidPrintBold(font != NULL ? font : SmallFont, formatted.GetChars());
|
||||
con_midtime = saved;
|
||||
}
|
||||
|
||||
|
@ -1987,8 +1989,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_KillSiblings)
|
|||
//===========================================================================
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
||||
{
|
||||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_START(2);
|
||||
ACTION_PARAM_INT(cnt, 0);
|
||||
ACTION_PARAM_STATE(state, 1);
|
||||
|
||||
if (cnt<0 || cnt>=5) return;
|
||||
if (!self->args[cnt]--)
|
||||
|
@ -2003,7 +2006,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
|
|||
}
|
||||
else
|
||||
{
|
||||
self->SetState(self->FindState(NAME_Death));
|
||||
// can't use "Death" as default parameter with current DECORATE parser.
|
||||
if (state == NULL) state = self->FindState(NAME_Death);
|
||||
self->SetState(state);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2931,6 +2936,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
|
|||
self->angle += angle;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_Quake
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
|
||||
{
|
||||
ACTION_PARAM_START(5);
|
||||
ACTION_PARAM_INT(intensity, 0);
|
||||
ACTION_PARAM_INT(duration, 1);
|
||||
ACTION_PARAM_INT(damrad, 2);
|
||||
ACTION_PARAM_INT(tremrad, 3);
|
||||
ACTION_PARAM_SOUND(sound, 4);
|
||||
P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// A_LineEffect
|
||||
|
|
|
@ -592,11 +592,15 @@ static bool ParsePropertyParams(FScanner &sc, FPropertyInfo *prop, AActor *defau
|
|||
// fall through
|
||||
|
||||
case 'S':
|
||||
case 'T':
|
||||
sc.MustGetString();
|
||||
conv.s = strings[strings.Reserve(1)] = sc.String;
|
||||
break;
|
||||
|
||||
case 'T':
|
||||
sc.MustGetString();
|
||||
conv.s = strings[strings.Reserve(1)] = strbin1(sc.String);
|
||||
break;
|
||||
|
||||
case 'C':
|
||||
if (sc.CheckNumber ())
|
||||
{
|
||||
|
|
|
@ -186,7 +186,7 @@ int MatchString (const char *in, const char **strings)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_INFO_PROPERTY(game, T, Actor)
|
||||
DEFINE_INFO_PROPERTY(game, S, Actor)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "Doom"))
|
||||
|
@ -924,18 +924,25 @@ DEFINE_PROPERTY(damagetype, S, Actor)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_PROPERTY(damagefactor, SF, Actor)
|
||||
DEFINE_PROPERTY(damagefactor, ZF, Actor)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
PROP_FIXED_PARM(id, 1);
|
||||
|
||||
if (info->DamageFactors == NULL) info->DamageFactors=new DmgFactors;
|
||||
if (str == NULL)
|
||||
{
|
||||
defaults->DamageFactor = id;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (info->DamageFactors == NULL) info->DamageFactors=new DmgFactors;
|
||||
|
||||
FName dmgType;
|
||||
if (!stricmp(str, "Normal")) dmgType = NAME_None;
|
||||
else dmgType=str;
|
||||
FName dmgType;
|
||||
if (!stricmp(str, "Normal")) dmgType = NAME_None;
|
||||
else dmgType=str;
|
||||
|
||||
(*info->DamageFactors)[dmgType]=id;
|
||||
(*info->DamageFactors)[dmgType]=id;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1295,7 +1302,7 @@ DEFINE_CLASS_PROPERTY(pickupflash, S, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(pickupmessage, S, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(pickupmessage, T, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
info->Class->Meta.SetMetaString(AIMETA_PickupMessage, str);
|
||||
|
@ -1347,7 +1354,7 @@ DEFINE_CLASS_PROPERTY(givequest, I, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
|
||||
DEFINE_CLASS_PROPERTY(lowmessage, IT, Health)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
PROP_STRING_PARM(str, 1);
|
||||
|
@ -1376,7 +1383,7 @@ DEFINE_CLASS_PROPERTY(number, I, PuzzleItem)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_CLASS_PROPERTY(failmessage, S, PuzzleItem)
|
||||
DEFINE_CLASS_PROPERTY(failmessage, T, PuzzleItem)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
info->Class->Meta.SetMetaString(AIMETA_PuzzFailMessage, str);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue