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- Added Karate Chris's patch to optionally specify an angle offset for
summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. SVN r1317 (trunk)
This commit is contained in:
parent
f435576f1d
commit
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7 changed files with 94 additions and 95 deletions
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@ -1,4 +1,9 @@
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December 15, 2008
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- Added Karate Chris's patch to optionally specify an angle offset for
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summoning.
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- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
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- Locks and teleporters now take precedence over one-sidedness for automap
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coloring.
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- Increased maximum number of per-pattern rows for the XM loader from
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256 to 1024 to deal with a module that otherwise would not load.
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- Removed the artificial restriction on not supporting Vorbis-compressed
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116
src/am_map.cpp
116
src/am_map.cpp
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@ -1377,77 +1377,75 @@ void AM_drawWalls (bool allmap)
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// map secret sectors like Boom
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AM_drawMline(&l, SecretSectorColor);
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}
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else if (!lines[i].backsector)
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{
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AM_drawMline(&l, WallColor);
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else if (lines[i].flags & ML_SECRET)
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{ // secret door
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if (am_cheat != 0 && lines[i].backsector != NULL)
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AM_drawMline(&l, SecretWallColor);
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else
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AM_drawMline(&l, WallColor);
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}
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else
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{
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if (lines[i].flags & ML_SECRET)
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{ // secret door
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if (am_cheat != 0)
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AM_drawMline(&l, SecretWallColor);
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else
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AM_drawMline(&l, WallColor);
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}
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else if ((lines[i].special == Teleport ||
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lines[i].special == Teleport_NoFog ||
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lines[i].special == Teleport_ZombieChanger ||
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lines[i].special == Teleport_Line) &&
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(lines[i].activation & SPAC_PlayerActivate) &&
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else if ((lines[i].special == Teleport ||
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lines[i].special == Teleport_NoFog ||
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lines[i].special == Teleport_ZombieChanger ||
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lines[i].special == Teleport_Line) &&
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(lines[i].activation & SPAC_PlayerActivate) &&
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am_colorset == 0)
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{ // intra-level teleporters
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AM_drawMline(&l, IntraTeleportColor);
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}
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else if ((lines[i].special == Teleport_NewMap ||
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lines[i].special == Teleport_EndGame ||
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lines[i].special == Exit_Normal ||
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lines[i].special == Exit_Secret) &&
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am_colorset == 0)
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{ // intra-level teleporters
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AM_drawMline(&l, IntraTeleportColor);
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}
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else if ((lines[i].special == Teleport_NewMap ||
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lines[i].special == Teleport_EndGame ||
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lines[i].special == Exit_Normal ||
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lines[i].special == Exit_Secret) &&
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am_colorset == 0)
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{ // inter-level/game-ending teleporters
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AM_drawMline(&l, InterTeleportColor);
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}
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else if (lines[i].special == Door_LockedRaise ||
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lines[i].special == ACS_LockedExecute ||
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Generic_Door && lines[i].args[4]!=0))
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{ // inter-level/game-ending teleporters
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AM_drawMline(&l, InterTeleportColor);
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}
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else if (lines[i].special == Door_LockedRaise ||
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lines[i].special == ACS_LockedExecute ||
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Generic_Door && lines[i].args[4] !=0 ))
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{
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if (am_colorset == 0)
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{
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if (am_colorset == 0)
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{
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int P_GetMapColorForLock(int lock);
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int lock;
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int P_GetMapColorForLock(int lock);
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int lock;
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if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
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else lock=lines[i].args[4];
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if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
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else lock=lines[i].args[4];
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int color = P_GetMapColorForLock(lock);
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int color = P_GetMapColorForLock(lock);
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AMColor c;
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AMColor c;
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if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
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else c = LockedColor;
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if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
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else c = LockedColor;
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AM_drawMline (&l, c);
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}
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else
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AM_drawMline (&l, LockedColor); // locked special
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AM_drawMline (&l, c);
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}
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else if (lines[i].backsector->floorplane
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!= lines[i].frontsector->floorplane)
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else
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{
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AM_drawMline(&l, FDWallColor); // floor level change
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}
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else if (lines[i].backsector->ceilingplane
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!= lines[i].frontsector->ceilingplane)
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{
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AM_drawMline(&l, CDWallColor); // ceiling level change
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}
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else if (am_cheat != 0)
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{
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AM_drawMline(&l, TSWallColor);
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AM_drawMline (&l, LockedColor); // locked special
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}
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}
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else if (lines[i].backsector == NULL)
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{
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AM_drawMline(&l, WallColor); // one-sided wall
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}
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else if (lines[i].backsector->floorplane
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!= lines[i].frontsector->floorplane)
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{
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AM_drawMline(&l, FDWallColor); // floor level change
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}
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else if (lines[i].backsector->ceilingplane
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!= lines[i].frontsector->ceilingplane)
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{
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AM_drawMline(&l, CDWallColor); // ceiling level change
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}
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else if (am_cheat != 0)
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{
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AM_drawMline(&l, TSWallColor);
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}
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}
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else if (allmap)
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{
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@ -2113,6 +2113,9 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_SUMMON:
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case DEM_SUMMONFRIEND:
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case DEM_SUMMONFOE:
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case DEM_SUMMON2:
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case DEM_SUMMONFRIEND2:
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case DEM_SUMMONFOE2:
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{
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const PClass *typeinfo;
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@ -2136,7 +2139,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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source->z + 8 * FRACUNIT, ALLOW_REPLACE);
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if (spawned != NULL)
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{
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if (type == DEM_SUMMONFRIEND)
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if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2)
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{
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if (spawned->CountsAsKill())
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{
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spawned->flags |= MF_FRIENDLY;
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spawned->LastHeard = players[player].mo;
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}
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else if (type == DEM_SUMMONFOE)
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else if (type == DEM_SUMMONFOE || type == DEM_SUMMONFOE2)
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{
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spawned->FriendPlayer = 0;
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spawned->flags &= ~MF_FRIENDLY;
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}
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}
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if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
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{
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int angle = ReadWord(stream);
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spawned->angle = source->angle - (ANGLE_1 * angle);
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}
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}
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}
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}
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@ -2383,6 +2391,9 @@ void Net_SkipCommand (int type, BYTE **stream)
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case DEM_GIVECHEAT:
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case DEM_TAKECHEAT:
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case DEM_SUMMON2:
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case DEM_SUMMONFRIEND2:
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case DEM_SUMMONFOE2:
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skip = strlen ((char *)(*stream)) + 3;
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break;
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@ -148,6 +148,9 @@ enum EDemoCommand
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DEM_DELCONTROLLER, // 49 Player to remove from the controller list.
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DEM_KILLCLASSCHEAT, // 50 String: Class to kill.
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DEM_CONVERSATION, // 51 Make conversations work.
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DEM_SUMMON2, // 52 String: Thing to fabricate, WORD: angle offset
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DEM_SUMMONFRIEND2, // 53
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DEM_SUMMONFOE2, // 54
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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@ -72,7 +72,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
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linetarget->x, linetarget->y);
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if ((linetarget->player || linetarget->flags3&MF3_ISMONSTER)
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if (((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0))|| linetarget->flags3&MF3_ISMONSTER)
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&& (!(linetarget->flags2&(MF2_DORMANT+MF2_INVULNERABLE))))
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{
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newLife = player->health+(damage>>3);
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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pmo->angle = R_PointToAngle2 (pmo->x, pmo->y,
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linetarget->x, linetarget->y);
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if (linetarget->player || linetarget->flags3&MF3_ISMONSTER)
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if ((linetarget->player && (!linetarget->IsTeammate (pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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{
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newLife = player->health+(damage>>4);
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newLife = newLife > 100 ? 100 : newLife;
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42
src/info.cpp
42
src/info.cpp
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@ -371,7 +371,7 @@ CCMD (dumpmapthings)
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bool CheckCheatmode ();
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CCMD (summon)
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static void SummonActor (int command, int command2, FCommandLine argv)
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{
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if (CheckCheatmode ())
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return;
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@ -384,43 +384,25 @@ CCMD (summon)
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Printf ("Unknown class '%s'\n", argv[1]);
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return;
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}
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Net_WriteByte (DEM_SUMMON);
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Net_WriteByte (argv.argc() > 2 ? command2 : command);
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Net_WriteString (type->TypeName.GetChars());
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if (argv.argc () > 2)
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Net_WriteWord (atoi (argv[2]));
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}
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}
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CCMD (summon)
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{
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SummonActor (DEM_SUMMON, DEM_SUMMON2, argv);
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}
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CCMD (summonfriend)
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{
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if (CheckCheatmode ())
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return;
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if (argv.argc() > 1)
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{
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const PClass *type = PClass::FindClass (argv[1]);
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if (type == NULL)
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{
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Printf ("Unknown class '%s'\n", argv[1]);
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return;
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}
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Net_WriteByte (DEM_SUMMONFRIEND);
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Net_WriteString (type->TypeName.GetChars());
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}
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SummonActor (DEM_SUMMONFRIEND, DEM_SUMMONFRIEND2, argv);
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}
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CCMD (summonfoe)
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{
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if (CheckCheatmode ())
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return;
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if (argv.argc() > 1)
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{
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const PClass *type = PClass::FindClass (argv[1]);
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if (type == NULL)
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{
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Printf ("Unknown class '%s'\n", argv[1]);
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return;
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}
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Net_WriteByte (DEM_SUMMONFOE);
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Net_WriteString (type->TypeName.GetChars());
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}
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SummonActor (DEM_SUMMONFOE, DEM_SUMMONFOE2, argv);
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}
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@ -54,7 +54,7 @@
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 217
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#define NETGAMEVERSION 218
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x20D
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#define DEMOGAMEVERSION 0x20E
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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