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https://github.com/ZDoom/gzdoom.git
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- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. SVN r1014 (trunk)
This commit is contained in:
parent
8d5d742287
commit
29380f70b3
9 changed files with 92 additions and 29 deletions
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@ -1,3 +1,11 @@
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June 2, 2008 (Changes by Graf Zahl)
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- Added an option to consider intermission screens gameplay for purposes of
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capturing the mouse.
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- Changed: Telefragging should not thrust the victim if it isn't in precisely the
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same position as the killer.
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- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
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object's position.
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June 1, 2008 (Changes by Graf Zahl)
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- Fixed: Ouch state was far to easy to achieve.
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- Made all the basic texture classes local to their implementation.
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@ -34,6 +34,7 @@
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#ifndef __GAMECONFIGFILE_H__
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#define __GAMECONFIGFILE_H__
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#include "doomtype.h"
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#include "configfile.h"
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class DArgs;
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@ -367,4 +367,4 @@ xx(light)
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xx(lightabsolute)
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xx(nofakecontrast)
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xx(Renderstyle)
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xx(Renderstyle)
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@ -982,7 +982,8 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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// (i.e. Guantlets/Chainsaw)
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if (inflictor && inflictor != target // [RH] Not if hurting own self
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&& !(target->flags & MF_NOCLIP)
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&& !(inflictor->flags2 & MF2_NODMGTHRUST))
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&& !(inflictor->flags2 & MF2_NODMGTHRUST)
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&& !(flags & DMG_THRUSTLESS))
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{
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int kickback;
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@ -441,8 +441,12 @@ bool P_GiveBody (AActor *actor, int num);
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void P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
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void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound);
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#define DMG_NO_ARMOR 1
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#define DMG_INFLICTOR_IS_PUFF 2
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enum EDmgFlags
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{
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DMG_NO_ARMOR = 1,
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DMG_INFLICTOR_IS_PUFF = 2,
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DMG_THRUSTLESS = 4,
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};
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// ===== PO_MAN =====
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@ -247,7 +247,8 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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spechit.Clear ();
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bool StompAlwaysFrags = thing->player || (level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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bool StompAlwaysFrags = thing->player || (thing->flags2 & MF2_TELESTOMP) ||
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(level.flags & LEVEL_MONSTERSTELEFRAG) || telefrag;
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FBoundingBox box(x, y, thing->radius);
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FBlockLinesIterator it(box);
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@ -291,9 +292,9 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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if (StompAlwaysFrags || (thing->flags2 & MF2_TELESTOMP))
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if (StompAlwaysFrags)
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{
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P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag);
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P_DamageMobj (th, thing, thing, 1000000, NAME_Telefrag, DMG_THRUSTLESS);
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continue;
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}
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return false;
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@ -280,13 +280,33 @@ static void MouseRead ()
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}
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}
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CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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else if (self > 2) self = 2;
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}
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static bool inGame()
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{
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switch (mouse_capturemode)
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{
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default:
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case 0:
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return gamestate == GS_LEVEL;
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case 1:
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return gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
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case 2:
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return true;
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}
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}
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static void I_CheckNativeMouse ()
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{
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bool focus = (SDL_GetAppState() & (SDL_APPINPUTFOCUS|SDL_APPACTIVE))
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== (SDL_APPINPUTFOCUS|SDL_APPACTIVE);
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bool fs = (SDL_GetVideoSurface ()->flags & SDL_FULLSCREEN) != 0;
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bool wantNative = !focus || !use_mouse || (!fs && (GUICapture || paused || demoplayback || gamestate != GS_LEVEL));
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bool wantNative = !focus || !use_mouse || (!fs && (GUICapture || paused || demoplayback || !inGame()));
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if (wantNative != NativeMouse)
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{
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@ -1350,14 +1350,27 @@ void A_TakeFromTarget(AActor * self)
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// Common code for A_SpawnItem and A_SpawnItemEx
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//
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//===========================================================================
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enum SIX_Flags
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{
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SIXF_TRANSFERTRANSLATION=1,
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SIXF_ABSOLUTEPOSITION=2,
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SIXF_ABSOLUTEANGLE=4,
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SIXF_ABSOLUTEMOMENTUM=8,
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SIXF_SETMASTER=16,
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SIXF_NOCHECKPOSITION=32,
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SIXF_TELEFRAG=64,
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// 128 is used by Skulltag!
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SIXF_TRANSFERAMBUSHFLAG=256,
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};
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static void InitSpawnedItem(AActor *self, AActor *mo, INTBOOL transfer_translation, INTBOOL setmaster, INTBOOL nocheckpos)
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static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
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{
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if (mo)
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{
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AActor * originator = self;
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if (transfer_translation && !(mo->flags2 & MF2_DONTTRANSLATE))
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if ((flags & SIXF_TRANSFERTRANSLATION) && !(mo->flags2 & MF2_DONTTRANSLATE))
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{
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mo->Translation = self->Translation;
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}
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mo->angle=self->angle;
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while (originator && isMissile(originator)) originator = originator->target;
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if (flags & SIXF_TELEFRAG)
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{
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P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
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// This is needed to ensure consistent behavior.
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// Otherwise it will only spawn if nothing gets telefragged
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flags |= SIXF_NOCHECKPOSITION;
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}
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if (mo->flags3&MF3_ISMONSTER)
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{
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if (!nocheckpos && !P_TestMobjLocation(mo))
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if (!(flags&SIXF_NOCHECKPOSITION) && !P_TestMobjLocation(mo))
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{
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// The monster is blocked so don't spawn it at all!
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if (mo->CountsAsKill()) level.total_monsters--;
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{
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// If this is a monster transfer all friendliness information
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mo->CopyFriendliness(originator, true);
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if (setmaster) mo->master = originator; // don't let it attack you (optional)!
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if (flags&SIXF_SETMASTER) mo->master = originator; // don't let it attack you (optional)!
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}
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else if (originator->player)
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{
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self->y + FixedMul(distance, finesine[self->angle>>ANGLETOFINESHIFT]),
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self->z - self->floorclip + zheight, ALLOW_REPLACE);
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InitSpawnedItem(self, mo, transfer_translation, useammo, false);
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int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
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InitSpawnedItem(self, mo, flags);
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}
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//===========================================================================
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// Enhanced spawning function
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//
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//===========================================================================
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enum SIX_Flags
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{
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SIXF_TRANSFERTRANSLATION=1,
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SIXF_ABSOLUTEPOSITION=2,
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SIXF_ABSOLUTEANGLE=4,
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SIXF_ABSOLUTEMOMENTUM=8,
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SIXF_SETMASTER=16,
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SIXF_NOCHECKPOSITION=32,
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SIXF_TELEFRAG=64,
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// 128 is used by Skulltag!
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SIXF_TRANSFERAMBUSHFLAG=256,
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};
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void A_SpawnItemEx(AActor * self)
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{
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FState * CallingState;
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}
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AActor * mo = Spawn( missile, x, y, self->z + self->floorclip + zofs, ALLOW_REPLACE);
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InitSpawnedItem(self, mo, (flags & SIXF_TRANSFERTRANSLATION), (flags&SIXF_SETMASTER), (flags&SIXF_NOCHECKPOSITION));
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InitSpawnedItem(self, mo, flags);
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if (mo)
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{
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mo->momx=xmom;
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mo->momy=ymom;
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mo->momz=zmom;
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mo->angle=Angle;
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if (flags & SIXF_TELEFRAG) P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
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if (flags & SIXF_TRANSFERAMBUSHFLAG) mo->flags = (mo->flags&~MF_AMBUSH) | (self->flags & MF_AMBUSH);
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}
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}
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@ -415,10 +415,31 @@ static void I_CheckGUICapture ()
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}
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}
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CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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else if (self > 2) self = 2;
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}
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static bool inGame()
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{
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switch (mouse_capturemode)
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{
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default:
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case 0:
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return gamestate == GS_LEVEL;
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case 1:
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return gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
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case 2:
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return true;
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}
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}
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void I_CheckNativeMouse (bool preferNative)
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{
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bool wantNative = !HaveFocus ||
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((!screen || !screen->IsFullscreen()) && (gamestate != GS_LEVEL || GUICapture || paused || preferNative || !use_mouse || demoplayback));
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((!screen || !screen->IsFullscreen()) &&
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(!inGame() || GUICapture || paused || preferNative || !use_mouse || demoplayback));
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//Printf ("%d %d %d\n", wantNative, preferNative, NativeMouse);
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