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- fixed: A_CountdownArg used 0 based indices although all uses of it assumed
it is 1-based. - added MF5_DONTRIP flag. - added CheckActorFloorTexture, CheckActorCeilingTexture and GetActorLightLevel ACS functions. - added IF_ADDITIVETIME flag to create powerups that add their duration to the one of the currently active item of the same type. - fixed: bouncecount wasn't decreased when bouncing on walls. - Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively enable or disable monster respawning regardless of skill setting. - Prettified deprecated flag handling. SVN r780 (trunk)
This commit is contained in:
parent
03617dc6f0
commit
5589f6b7a1
10 changed files with 107 additions and 25 deletions
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@ -1,4 +1,15 @@
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March 1, 2008 (Changes by Graf Zahl)
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- fixed: A_CountdownArg used 0 based indices although all uses of it assumed
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1-based.
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- added MF5_DONTRIP flag.
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- added CheckActorFloorTexture, CheckActorCeilingTexture and
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GetActorLightLevel ACS functions.
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- added IF_ADDITIVETIME flag to create powerups that add their duration
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to the one of the currently active item of the same type.
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- fixed: bouncecount wasn't decreased when bouncing on walls.
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- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
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enable or disable monster respawning regardless of skill setting.
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- Prettified deprecated flag handling.
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- Fixed: When starting a level while the music has been paused S_Start has
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to stop the old music so the new one always starts at the beginning.
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- Fixed:: AActor::master was not serialized.
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@ -294,6 +294,10 @@ enum
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MF5_NOPAIN = 0x00004000, // If set the pain state won't be entered
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MF5_ALWAYSFAST = 0x00008000, // always uses 'fast' attacking logic
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MF5_NEVERFAST = 0x00010000, // never uses 'fast' attacking logic
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MF5_ALWAYSRESPAWN = 0x00020000, // always respawns, regardless of skill setting
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MF5_NEVERRESPAWN = 0x00040000, // never respawns, regardless of skill setting
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor
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// --- mobj.renderflags ---
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@ -58,7 +58,7 @@ bool APowerupGiver::Use (bool pickup)
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power->mode = mode;
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}
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power->ItemFlags |= ItemFlags & IF_ALWAYSPICKUP;
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power->ItemFlags |= ItemFlags & (IF_ALWAYSPICKUP|IF_ADDITIVETIME);
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if (power->TryPickup (Owner))
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{
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return true;
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@ -259,7 +259,12 @@ bool APowerup::HandlePickup (AInventory *item)
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}
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// Only increase the EffectTics, not decrease it.
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// Color also gets transferred only when the new item has an effect.
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if (power->EffectTics > EffectTics)
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if (power->ItemFlags & IF_ADDITIVETIME)
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{
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EffectTics += power->EffectTics;
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BlendColor = power->BlendColor;
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}
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else if (power->EffectTics > EffectTics)
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{
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EffectTics = power->EffectTics;
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BlendColor = power->BlendColor;
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@ -90,7 +90,7 @@ enum
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IF_INVBAR = 1<<6, // Item appears in the inventory bar
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IF_HUBPOWER = 1<<7, // Powerup is kept when moving in a hub
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IF_INTERHUBSTRIP = 1<<8, // Item is removed when travelling between hubs
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//IF_PICKUPFLASH = 1<<9, // superseded by 'PickupFlash' property.
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IF_ADDITIVETIME = 1<<9, // when picked up while another item is active, time is added instead of replaced.
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IF_ALWAYSPICKUP = 1<<10, // For IF_AUTOACTIVATE, MaxAmount=0 items: Always "pick up", even if it doesn't do anything
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IF_FANCYPICKUPSOUND = 1<<11, // Play pickup sound in "surround" mode
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IF_BIGPOWERUP = 1<<12, // Affected by RESPAWN_SUPER dmflag
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@ -5256,6 +5256,41 @@ int DLevelScript::RunScript ()
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STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
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sp -= 2;
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break;
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case PCD_CHECKACTORCEILINGTEXTURE:
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{
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AActor *actor = SingleActorFromTID(STACK(2), activator);
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if (actor != NULL)
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{
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FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
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STACK(2) = (tex == TexMan[actor->Sector->ceilingpic]);
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}
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else STACK(2)=0;
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sp--;
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break;
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}
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case PCD_CHECKACTORFLOORTEXTURE:
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{
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AActor *actor = SingleActorFromTID(STACK(2), activator);
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if (actor != NULL)
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{
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FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(STACK(1)));
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STACK(2) = (tex == TexMan[actor->Sector->floorpic]);
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}
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else STACK(2)=0;
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sp--;
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break;
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}
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case PCD_GETACTORLIGHTLEVEL:
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AActor *actor = SingleActorFromTID(STACK(1), activator);
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if (actor != NULL)
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{
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STACK(1) = actor->Sector->lightlevel;
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}
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else STACK(1)=0;
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break;
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}
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}
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@ -544,6 +544,9 @@ public:
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PCD_THINGDAMAGE2,
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PCD_USEINVENTORY,
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PCD_USEACTORINVENTORY,
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PCD_CHECKACTORCEILINGTEXTURE,
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PCD_CHECKACTORFLOORTEXTURE,
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/*340*/ PCD_GETACTORLIGHTLEVEL,
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PCODE_COMMAND_COUNT
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};
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@ -1019,7 +1019,7 @@ bool PIT_CheckThing (AActor *thing)
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{
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return true;
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}
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if (DoRipping)
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if (DoRipping && !(thing->flags5 & MF5_DONTRIP))
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{
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if (LastRipped != thing)
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{
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@ -2475,6 +2475,13 @@ bool P_BounceWall (AActor *mo)
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return true;
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}
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// The amount of bounces is limited
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if (mo->bouncecount>0 && --mo->bouncecount==0)
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{
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P_ExplodeMissile(mo, NULL, NULL);
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return true;
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}
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side = P_PointOnLineSide (mo->x, mo->y, line);
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lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
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if (side == 1)
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@ -2963,9 +2963,16 @@ void AActor::Tick ()
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{
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int respawn_monsters = G_SkillProperty(SKILLP_Respawn);
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// check for nightmare respawn
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if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT))
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if (!(flags5 & MF5_ALWAYSRESPAWN))
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{
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if (!respawn_monsters || !(flags3 & MF3_ISMONSTER) || (flags2 & MF2_DORMANT) || (flags5 & MF5_NEVERRESPAWN))
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return;
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int limit = G_SkillProperty (SKILLP_RespawnLimit);
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if (limit > 0 && skillrespawncount >= limit)
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return;
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}
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movecount++;
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if (movecount < respawn_monsters)
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@ -2977,9 +2984,6 @@ void AActor::Tick ()
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if (pr_nightmarerespawn() > 4)
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return;
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if (G_SkillProperty (SKILLP_RespawnLimit) && (this)->skillrespawncount >= G_SkillProperty (SKILLP_RespawnLimit))
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return;
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P_NightmareRespawn (this);
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}
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}
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if (!P_TryMove (th, th->x, th->y, false))
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{
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// [RH] Don't explode ripping missiles that spawn inside something
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if (BlockingMobj == NULL || !(th->flags2 & MF2_RIP))
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if (BlockingMobj == NULL || !(th->flags2 & MF2_RIP) || (BlockingMobj->flags5 & MF5_DONTRIP))
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{
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// If this is a monster spawned by A_CustomMissile subtract it from the counter.
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if (th->CountsAsKill())
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@ -1915,9 +1915,9 @@ void A_CountdownArg(AActor * self)
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{
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int index=CheckIndex(1);
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if (index<0) return;
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index = EvalExpressionI (StateParameters[index], self);
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index = EvalExpressionI (StateParameters[index], self) - 1;
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if (index<=0 || index>5) return;
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if (index<0 || index>=5) return;
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if (!self->args[index]--)
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{
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if (self->flags&MF_MISSILE)
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@ -79,7 +79,7 @@
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// [RH] Keep GCC quiet by not using offsetof on Actor types.
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#define DEFINE_FLAG(prefix, name, type, variable) { prefix##_##name, #name, (int)(size_t)&((type*)1)->variable - 1 }
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#define DEFINE_FLAG2(symbol, name, type, variable) { symbol, #name, (int)(size_t)&((type*)1)->variable - 1 }
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#define DEFINE_DEPRECATED_FLAG(name, type, index) { index, #name, -1 }
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#define DEFINE_DEPRECATED_FLAG(name, type) { DEPF_##name, #name, -1 }
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struct flagdef
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{
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int structoffset;
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};
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enum
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{
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DEPF_FIREDAMAGE,
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DEPF_ICEDAMAGE,
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DEPF_LOWGRAVITY,
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DEPF_LONGMELEERANGE,
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DEPF_SHORTMISSILERANGE,
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DEPF_PICKUPFLASH
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};
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static flagdef ActorFlags[]=
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{
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DEFINE_FLAG(MF5, NOPAIN, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSFAST, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERFAST, AActor, flags5),
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DEFINE_FLAG(MF5, ALWAYSRESPAWN, AActor, flags5),
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DEFINE_FLAG(MF5, NEVERRESPAWN, AActor, flags5),
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DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(RF, FORCEXYBILLBOARD, AActor, renderflags),
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// Deprecated flags. Handling must be performed in HandleDeprecatedFlags
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor, 0),
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DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor, 1),
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DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor, 2),
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DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor, 3),
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DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor, 4),
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DEFINE_DEPRECATED_FLAG(FIREDAMAGE, AActor),
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DEFINE_DEPRECATED_FLAG(ICEDAMAGE, AActor),
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DEFINE_DEPRECATED_FLAG(LOWGRAVITY, AActor),
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DEFINE_DEPRECATED_FLAG(SHORTMISSILERANGE, AActor),
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DEFINE_DEPRECATED_FLAG(LONGMELEERANGE, AActor),
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};
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static flagdef InventoryFlags[] =
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DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
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DEFINE_FLAG(IF, IGNORESKILL, AInventory, ItemFlags),
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DEFINE_FLAG(IF, ADDITIVETIME, AInventory, ItemFlags),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH, AInventory, 5),
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DEFINE_DEPRECATED_FLAG(PICKUPFLASH, AInventory),
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};
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@ -385,22 +398,22 @@ static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
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{
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switch (index)
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{
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case 0: // FIREDAMAGE
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case DEPF_FIREDAMAGE:
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defaults->DamageType = set? NAME_Fire : NAME_None;
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break;
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case 1: // ICEDAMAGE
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case DEPF_ICEDAMAGE:
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defaults->DamageType = set? NAME_Ice : NAME_None;
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break;
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case 2: // LOWGRAVITY
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case DEPF_LOWGRAVITY:
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defaults->gravity = set? FRACUNIT/8 : FRACUNIT;
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break;
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case 3: // SHORTMISSILERANGE
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case DEPF_SHORTMISSILERANGE:
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defaults->maxtargetrange = set? 896*FRACUNIT : 0;
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break;
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case 4: // LONGMELEERANGE
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case DEPF_LONGMELEERANGE:
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defaults->meleethreshold = set? 196*FRACUNIT : 0;
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break;
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case 5: // INVENTORY.PICKUPFLASH
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case DEPF_PICKUPFLASH:
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if (set)
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{
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static_cast<AInventory*>(defaults)->PickupFlash = fuglyname("PickupFlash");
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