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- Added a "BlueMap" for powerup colors.
- Add the missing CF_WEAPONREADYALT and CF_WEAPONSWITCHOK flags. SVN r1723 (trunk)
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parent
aaf19b9127
commit
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10 changed files with 42 additions and 9 deletions
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@ -1,4 +1,5 @@
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July 16, 2009
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- Added a "BlueMap" for powerup colors.
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- Added a NULL screen check when detaching HUD messages.
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- Added HotWax's A_SetArg.
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- Gez's patch for more A_WeaponReady flags:
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@ -184,7 +184,7 @@ typedef enum
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CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state, so bob it when walking
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
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CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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@ -195,6 +195,8 @@ typedef enum
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
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CF_WEAPONBOBBING = 1 << 24, // [HW] Bob weapon while the player is moving
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CF_WEAPONREADYALT = 1 << 25, // Weapon can fire its secondary attack
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CF_WEAPONSWITCHOK = 1 << 26, // It is okay to switch away from this weapon
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} cheat_t;
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#define WPIECE1 1
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@ -149,7 +149,8 @@ PalEntry APowerup::GetBlend ()
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BlendColor == GOLDCOLOR ||
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// [BC] HAX!
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BlendColor == REDCOLOR ||
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BlendColor == GREENCOLOR)
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BlendColor == GREENCOLOR ||
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BlendColor == BLUECOLOR)
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return 0;
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return BlendColor;
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@ -199,11 +200,16 @@ void APowerup::DoEffect ()
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{
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Owner->player->fixedcolormap = GREENCOLORMAP;
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}
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else if (BlendColor == BLUECOLOR)
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{
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Owner->player->fixedcolormap = BLUECOLORMAP;
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}
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}
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else if ((BlendColor == INVERSECOLOR && Owner->player->fixedcolormap == INVERSECOLORMAP) ||
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(BlendColor == GOLDCOLOR && Owner->player->fixedcolormap == GOLDCOLORMAP) ||
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(BlendColor == REDCOLOR && Owner->player->fixedcolormap == REDCOLORMAP) ||
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(BlendColor == GREENCOLOR && Owner->player->fixedcolormap == GREENCOLORMAP))
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(BlendColor == GREENCOLOR && Owner->player->fixedcolormap == GREENCOLORMAP) ||
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(BlendColor == BLUECOLOR && Owner->player->fixedcolormap == BLUECOLORMAP))
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{
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Owner->player->fixedcolormap = 0;
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}
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@ -3,12 +3,13 @@
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#include "a_pickups.h"
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#define INVERSECOLOR 0x00345678
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#define GOLDCOLOR 0x009abcde
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#define INVERSECOLOR 0x00345678
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#define GOLDCOLOR 0x009abcde
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// [BC] More hacks!
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#define REDCOLOR 0x00beefee
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#define GREENCOLOR 0x00beefad
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#define REDCOLOR 0x00beefee
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#define GREENCOLOR 0x00beefad
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#define BLUECOLOR 0x00befeed
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class player_t;
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@ -1170,6 +1170,10 @@ void R_SetupFrame (AActor *actor)
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fixedcolormap = GreenColormap;
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break;
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case BLUECOLORMAP:
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fixedcolormap = BlueColormap;
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break;
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case GOLDCOLORMAP:
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fixedcolormap = GoldColormap;
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break;
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@ -92,6 +92,7 @@ extern bool r_dontmaplines;
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#define GOLDCOLORMAP 33
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#define REDCOLORMAP 34
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#define GREENCOLORMAP 35
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#define BLUECOLORMAP 36
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// The size of a single colormap, in bits
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#define COLORMAPSHIFT 8
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@ -416,11 +416,11 @@ const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spa
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//==========================================================================
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//
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// FMultiPatchTexture :: GetColumn
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// GetBlendMap
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//
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//==========================================================================
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BYTE * GetBlendMap(PalEntry blend, BYTE *blendwork)
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BYTE *GetBlendMap(PalEntry blend, BYTE *blendwork)
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{
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switch (blend.a==0 ? blend.r : -1)
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@ -1570,6 +1570,11 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
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*pBlendColor = GREENCOLOR;
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return;
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}
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else if (!stricmp(name, "BLUEMAP"))
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{
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*pBlendColor = BLUECOLOR;
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return;
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}
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color = V_GetColor(NULL, name);
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}
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@ -66,6 +66,7 @@ BYTE GoldColormap[256];
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// [BC] New Skulltag colormaps.
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BYTE RedColormap[256];
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BYTE GreenColormap[256];
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BYTE BlueColormap[256];
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BYTE DesaturateColormap[31][256];
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static void FreeSpecialLights();;
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@ -435,6 +436,17 @@ void InitPalette ()
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intensity>>8 );
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}
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// Build a blue colormap.
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shade = BlueColormap;
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for (c = 0; c < 256; c++)
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{
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intensity = ((GPalette.BaseColors[c].r * 77 +
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GPalette.BaseColors[c].g * 143 +
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GPalette.BaseColors[c].b * 37));
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shade[c] = ColorMatcher.Pick (
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MIN( 255, ( intensity + ( intensity / 2 )) >> 8 ), 0, 0 );
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}
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// desaturated colormaps
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for(int m = 0; m < 31; m++)
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{
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@ -84,6 +84,7 @@ extern BYTE GoldColormap[256];
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// [BC] New Skulltag colormaps.
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extern BYTE RedColormap[256];
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extern BYTE GreenColormap[256];
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extern BYTE BlueColormap[256];
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extern BYTE DesaturateColormap[31][256];
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extern FPalette GPalette;
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extern "C" {
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