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Merge branch 'master' of https://github.com/coelckers/gzdoom
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commit
73fd072d10
5 changed files with 5 additions and 0 deletions
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@ -93,6 +93,7 @@ Everything that is changed is marked (maybe commented) with "Added by MC"
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#include "events.h"
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#include "events.h"
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#include "vm.h"
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#include "vm.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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static FRandom pr_botspawn ("BotSpawn");
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static FRandom pr_botspawn ("BotSpawn");
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@ -42,6 +42,7 @@
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#include "r_data/models/models_ue1.h"
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#include "r_data/models/models_ue1.h"
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#include "r_data/models/models_obj.h"
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#include "r_data/models/models_obj.h"
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#include "i_time.h"
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#include "i_time.h"
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#include "actorinlines.h"
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#ifdef _MSC_VER
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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#pragma warning(disable:4244) // warning C4244: conversion from 'double' to 'float', possible loss of data
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@ -47,6 +47,7 @@
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "r_data/sprites.h"
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#include "r_data/sprites.h"
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#include "vm.h"
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#include "vm.h"
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#include "actorinlines.h"
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// MACROS ------------------------------------------------------------------
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// MACROS ------------------------------------------------------------------
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@ -54,6 +54,7 @@
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#include "a_keys.h"
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#include "a_keys.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "types.h"
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#include "types.h"
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#include "actorinlines.h"
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//==========================================================================
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//==========================================================================
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//
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//
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@ -44,6 +44,7 @@
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#include "d_player.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "vm.h"
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#include "actorinlines.h"
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CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
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CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
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CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
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CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
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