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- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one consistent definition across all source files. SVN r1752 (trunk)
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6 changed files with 13 additions and 7 deletions
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@ -1,4 +1,7 @@
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August 4, 2009
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- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
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- Changed the dword definition of PalEntry to uint32 so that it has one
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consistent definition across all source files.
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- Swapped the order of floor and ceiling moves in DElevator::Tick() so that
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if an elevator contains an actor exactly the same height as it, it will not
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be blocked.
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@ -311,6 +311,7 @@ enum
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MF6_NOFEAR = 0x00000010, // Not scared of frightening players
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MF6_BUMPSPECIAL = 0x00000020, // Actor executes its special when being collided (as the ST flag)
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MF6_DONTHARMSPECIES = 0x00000040, // Don't hurt one's own species with explosions (hitscans, too?)
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MF6_STEPMISSILE = 0x00000080, // Missile can "walk" up steps
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// --- mobj.renderflags ---
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@ -155,9 +155,9 @@ enum
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struct PalEntry
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{
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PalEntry () {}
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PalEntry (DWORD argb) { d = argb; }
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operator DWORD () const { return d; }
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PalEntry &operator= (DWORD other) { d = other; return *this; }
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PalEntry (uint32 argb) { d = argb; }
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operator uint32 () const { return d; }
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PalEntry &operator= (uint32 other) { d = other; return *this; }
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PalEntry InverseColor() const { PalEntry nc; nc.a = a; nc.r = 255 - r; nc.g = 255 - g; nc.b = 255 - b; return nc; }
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#ifdef WORDS_BIGENDIAN
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PalEntry (BYTE ir, BYTE ig, BYTE ib) : a(0), r(ir), g(ig), b(ib) {}
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@ -168,7 +168,7 @@ struct PalEntry
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{
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BYTE a,r,g,b;
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};
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DWORD d;
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uint32 d;
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};
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#else
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PalEntry (BYTE ir, BYTE ig, BYTE ib) : b(ib), g(ig), r(ir), a(0) {}
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@ -179,7 +179,7 @@ struct PalEntry
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{
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BYTE b,g,r,a;
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};
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DWORD d;
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uint32 d;
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};
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#endif
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};
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@ -1606,7 +1606,7 @@ bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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{ // too big a step up
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goto pushline;
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}
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else if ((thing->flags & MF_MISSILE) && tm.floorz > thing->z)
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else if ((thing->flags & MF_MISSILE)&& !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > thing->z)
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{ // [RH] Don't let normal missiles climb steps
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goto pushline;
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}
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@ -1910,7 +1910,7 @@ bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
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{ // too big a step up
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return false;
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}
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else if ((thing->flags & MF_MISSILE) && tm.floorz > newz)
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else if ((thing->flags & MF_MISSILE) && !(thing->flags6 && MF6_STEPMISSILE) && tm.floorz > newz)
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{ // [RH] Don't let normal missiles climb steps
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return false;
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}
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@ -217,6 +217,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, NOFEAR, AActor, flags6),
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DEFINE_FLAG(MF6, BUMPSPECIAL, AActor, flags6),
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DEFINE_FLAG(MF6, DONTHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, STEPMISSILE, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -154,6 +154,7 @@ ACTOR Whirlwind native
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-ACTIVATEMCROSS
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+SEEKERMISSILE
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+EXPLOCOUNT
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+StepMissile
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RenderStyle Translucent
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Alpha 0.4
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