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- fixed: The charge attack of Heretic's imp is not precisely the same
as A_SkullAttack with a different speed so A_ImpMsAttack has been reinstated. SVN r2003 (trunk)
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6 changed files with 28 additions and 7 deletions
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@ -1,3 +1,8 @@
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November 27, 2009 (Changes by Graf Zahl)
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- fixed: The charge attack of Heretic's imp is not precisely the same
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as A_SkullAttack with a different speed so A_ImpMsAttack has been
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reinstated.
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November 25, 2009
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November 25, 2009
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- Make the palette indexes used by FRemapTable subject to the global remap
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- Make the palette indexes used by FRemapTable subject to the global remap
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table, just as the images they translate are.
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table, just as the images they translate are.
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@ -19,7 +19,6 @@
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// SkullAttack
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// SkullAttack
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// Fly at the player like a missile.
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// Fly at the player like a missile.
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//
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//
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#define SKULLSPEED (20*FRACUNIT)
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void A_SkullAttack(AActor *self, fixed_t speed)
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void A_SkullAttack(AActor *self, fixed_t speed)
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{
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{
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@ -55,8 +54,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
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A_SkullAttack(self, n);
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A_SkullAttack(self, n);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
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DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
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{
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{
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int damage;
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int damage;
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@ -22,9 +22,6 @@ static const PClass *GetSpawnType(DECLARE_PARAMINFO)
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}
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}
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#define SKULLSPEED (20*FRACUNIT)
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void A_SkullAttack(AActor *self, fixed_t speed);
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//
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//
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// A_PainShootSkull
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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// Spawn a lost soul and launch it at the target
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@ -9,8 +9,26 @@
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#include "thingdef/thingdef.h"
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#include "thingdef/thingdef.h"
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*/
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*/
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static FRandom pr_impmsatk ("ImpMsAttack");
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static FRandom pr_imp ("ImpExplode");
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static FRandom pr_imp ("ImpExplode");
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMsAttack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpMsAttack)
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{
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if (!self->target || pr_impmsatk() > 64)
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{
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self->SetState (self->SeeState);
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return;
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}
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A_SkullAttack(self, 12 * FRACUNIT);
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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//
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//
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// PROC A_ImpExplode
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// PROC A_ImpExplode
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@ -76,4 +76,7 @@ bool CheckBossDeath (AActor *);
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int P_Massacre ();
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int P_Massacre ();
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bool P_CheckMissileRange (AActor *actor);
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bool P_CheckMissileRange (AActor *actor);
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#define SKULLSPEED (20*FRACUNIT)
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void A_SkullAttack(AActor *self, fixed_t speed);
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#endif //__P_ENEMY_H__
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#endif //__P_ENEMY_H__
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@ -25,6 +25,7 @@ ACTOR HereticImp 66
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Obituary "$OB_HERETICIMP"
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Obituary "$OB_HERETICIMP"
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HitObituary "$OB_HERETICIMPHIT"
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HitObituary "$OB_HERETICIMPHIT"
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action native A_ImpMsAttack();
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action native A_ImpDeath();
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action native A_ImpDeath();
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action native A_ImpXDeath1();
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action native A_ImpXDeath1();
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action native A_ImpExplode();
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action native A_ImpExplode();
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@ -44,7 +45,7 @@ ACTOR HereticImp 66
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Goto See
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Goto See
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Missile:
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Missile:
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IMPX A 10 A_FaceTarget
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IMPX A 10 A_FaceTarget
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IMPX B 6 A_SkullAttack(12)
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IMPX B 6 A_ImpMsAttack
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IMPX CBAB 6
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IMPX CBAB 6
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Goto Missile+2
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Goto Missile+2
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Pain:
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Pain:
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