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- Fixed: The powered up Mace was missing its HoldAtkState.
- Added: Using "*" with ACS's music commands will play the level's default music set in MAPINFO. SVN r478 (trunk)
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3 changed files with 21 additions and 1 deletions
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@ -1,3 +1,8 @@
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February 4, 2007 (Changes by Graf Zahl)
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- Fixed: The powered up Mace was missing its HoldAtkState.
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- Added: Using "*" with ACS's music commands will play the level's default
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music set in MAPINFO.
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February 3, 2007
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- Added two new MAPINFO flags to control what actor activates impact lines:
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* MissileShootersActivateImpactLines - the current behavior.
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@ -882,6 +882,7 @@ IMPLEMENT_STATELESS_ACTOR (AMacePowered, Heretic, -1, 0)
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PROP_Weapon_AmmoUse1 (USE_MACE_AMMO_2)
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PROP_Weapon_AmmoGive1 (0)
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PROP_Weapon_AtkState (S_MACEATK2)
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PROP_Weapon_HoldAtkState (S_MACEATK2)
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PROP_Weapon_SisterType ("Mace")
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PROP_Weapon_ProjectileType ("MaceFX4")
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END_DEFAULTS
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@ -1491,13 +1491,27 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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return false;
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}
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// allow specifying "*" as a placeholder to play the level's default music.
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if (musicname != NULL && !strcmp(musicname, "*"))
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{
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if (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)
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{
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musicname = level.music;
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order = level.musicorder
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}
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else
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{
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musicname = NULL;
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}
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}
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if (musicname == NULL || musicname[0] == 0)
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{
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// Don't choke if the map doesn't have a song attached
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S_StopMusic (true);
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return false;
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}
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if (!mus_playing.name.IsEmpty() && stricmp (mus_playing.name, musicname) == 0)
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{
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if (order != mus_playing.baseorder)
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