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- added MF6_NOTONAUTOMAP flag to exclude things from being shown with the scanner powerup. The IDDT cheat will not be affected by this.
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6a07118ea4
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211d293002
3 changed files with 91 additions and 87 deletions
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@ -331,6 +331,7 @@ enum
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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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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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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176
src/am_map.cpp
176
src/am_map.cpp
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@ -2356,114 +2356,116 @@ void AM_drawThings ()
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t = sectors[i].thinglist;
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t = sectors[i].thinglist;
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while (t)
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while (t)
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{
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{
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p.x = t->x >> FRACTOMAPBITS;
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
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p.y = t->y >> FRACTOMAPBITS;
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if (am_showthingsprites > 0 && t->sprite > 0)
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{
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{
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FTexture *texture = NULL;
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p.x = t->x >> FRACTOMAPBITS;
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spriteframe_t *frame;
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p.y = t->y >> FRACTOMAPBITS;
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angle_t rotation = 0;
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// try all modes backwards until a valid texture has been found.
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if (am_showthingsprites > 0 && t->sprite > 0)
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for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
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{
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{
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const spritedef_t& sprite = sprites[t->sprite];
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FTexture *texture = NULL;
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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spriteframe_t *frame;
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angle_t rotation = 0;
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// try all modes backwards until a valid texture has been found.
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for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
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{
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const spritedef_t& sprite = sprites[t->sprite];
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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angle_t angle = ANGLE_270 - t->angle;
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if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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angle += players[consoleplayer].camera->angle - ANGLE_90;
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}
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rotation = angle >> 28;
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
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texture = TexMan(textureID);
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}
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if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
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const fixed_t spriteScale = 10 * scale_mtof;
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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{
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drawTriangle:
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angle = t->angle;
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frame = &SpriteFrames[spriteIndex];
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angle_t angle = ANGLE_270 - t->angle;
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if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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angle += players[consoleplayer].camera->angle - ANGLE_90;
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AM_rotatePoint (&p.x, &p.y);
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angle += ANG90 - players[consoleplayer].camera->angle;
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}
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}
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rotation = angle >> 28;
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
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color = ThingColor;
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texture = TexMan(textureID);
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}
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if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
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// use separate colors for special thing types
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if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
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const fixed_t spriteScale = 10 * scale_mtof;
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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{
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drawTriangle:
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angle = t->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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AM_rotatePoint (&p.x, &p.y);
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angle += ANG90 - players[consoleplayer].camera->angle;
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}
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color = ThingColor;
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// use separate colors for special thing types
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if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
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{
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if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
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else color = ThingColor_Monster;
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}
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else if (t->flags&MF_SPECIAL)
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{
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// Find the key's own color.
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
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{
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{
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if (G_SkillProperty(SKILLP_EasyKey))
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if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
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else color = ThingColor_Monster;
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}
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else if (t->flags&MF_SPECIAL)
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{
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// Find the key's own color.
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
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{
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{
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// Already drawn by AM_drawKeys(), so don't draw again
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if (G_SkillProperty(SKILLP_EasyKey))
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color.Index = -1;
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{
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}
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// Already drawn by AM_drawKeys(), so don't draw again
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else if (am_showkeys)
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color.Index = -1;
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{
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}
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int P_GetMapColorForKey (AInventory * key);
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else if (am_showkeys)
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
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{
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int P_GetMapColorForKey (AInventory * key);
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = ThingColor_CountItem;
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else color = ThingColor_CountItem;
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
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color.Index = -1;
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color.Index = -1;
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}
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else
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{
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color = ThingColor_Item;
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}
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}
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}
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else if (t->flags&MF_COUNTITEM)
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color = ThingColor_CountItem;
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else
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else
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{
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color = ThingColor_Item;
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color = ThingColor_Item;
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}
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}
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}
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else if (t->flags&MF_COUNTITEM)
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color = ThingColor_CountItem;
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else
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color = ThingColor_Item;
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}
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if (color.Index != -1)
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if (color.Index != -1)
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{
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AM_drawLineCharacter
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(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
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16<<MAPBITS, angle, color, p.x, p.y);
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}
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if (am_cheat >= 3)
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{
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static const mline_t box[4] =
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{
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{
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{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
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AM_drawLineCharacter
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{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
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(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
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{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
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16<<MAPBITS, angle, color, p.x, p.y);
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{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
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}
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};
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AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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if (am_cheat >= 3)
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{
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static const mline_t box[4] =
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{
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{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
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{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
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{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
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{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
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};
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AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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}
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}
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}
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}
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}
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t = t->snext;
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t = t->snext;
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}
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}
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}
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}
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@ -234,6 +234,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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