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* Updated to ZDoom r3829:
- Added two new PlayerPawn properties: GruntSpeed and FallingScreamSpeed. - Since the string builder stuff takes care of recursive print calls now, the PCD_CALLs don't need to save it as part of the state when calling functions. - Clear the shootable flag in P_ExplodeMissile(). - Fixed: The new HUD message layers were not declared for the garbage collector. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1444 b0f79afe-0144-0410-b225-9a4edf0717df
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8 changed files with 48 additions and 17 deletions
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@ -463,6 +463,16 @@ void APlayerPawn::Serialize (FArchive &arc)
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<< DamageFade
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<< PlayerFlags
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<< FlechetteType;
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if (SaveVersion < 3829)
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{
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GruntSpeed = 12*FRACUNIT;
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FallingScreamMinSpeed = 35*FRACUNIT;
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FallingScreamMaxSpeed = 40*FRACUNIT;
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}
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else
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{
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arc << GruntSpeed << FallingScreamMinSpeed << FallingScreamMaxSpeed;
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}
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}
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//===========================================================================
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@ -2383,8 +2393,8 @@ void P_PlayerThink (player_t *player)
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P_PlayerInSpecialSector (player);
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}
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P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
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if (player->mo->velz <= -35*FRACUNIT &&
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player->mo->velz >= -40*FRACUNIT && !player->morphTics &&
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if (player->mo->velz <= -player->mo->FallingScreamMinSpeed &&
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player->mo->velz >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
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player->mo->waterlevel == 0)
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{
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int id = S_FindSkinnedSound (player->mo, "*falling");
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