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- Fixed: The sky scrolling calculations caused an integer multiplication overflow.
- Fixed: Voodoo dolls should not start ENTER scripts. - Fixed: ActorDamage must not parse the enclosing parentheses as part of the expression. That will produce an error if a flag set or clear command immediately follows. - Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no owner. - Added a 'font' parameter to A_Print. - Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions can be used this value is not used as a factor for a random value but as a direct damage value instead. - Fixed: AActor::SetState must check whether a called action function resulted in the actor's destruction. A_Jump constructs to a 0-length terminating state will hang if this isn't checked. SVN r329 (trunk)
This commit is contained in:
parent
b951721c1b
commit
782b8a3b92
12 changed files with 93 additions and 79 deletions
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@ -1,3 +1,19 @@
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September 17, 2006 (Changes by Graf Zahl)
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- Fixed: The sky scrolling calculations caused an integer multiplication overflow.
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- Fixed: Voodoo dolls should not start ENTER scripts.
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- Fixed: ActorDamage must not parse the enclosing parentheses as part of the
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expression. That will produce an error if a flag set or clear command immediately
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follows.
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- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
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owner.
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- Added a 'font' parameter to A_Print.
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- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
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can be used this value is not used as a factor for a random value but as
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a direct damage value instead.
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- Fixed: AActor::SetState must check whether a called action function resulted
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in the actor's destruction. A_Jump constructs to a 0-length terminating
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state will hang if this isn't checked.
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September 13, 2006
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- Moved the vid_fps display to the upper-right of the screen.
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- The stat display can now show multiple stats at once.
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@ -2043,39 +2043,11 @@ showme:
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void DLevelScript::DoSetFont (int fontnum)
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{
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const char *fontname = FBehavior::StaticLookupString (fontnum);
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activefont = FFont::FindFont (fontname);
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activefont = V_GetFont (fontname);
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if (activefont == NULL)
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{
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int num = Wads.CheckNumForName (fontname);
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if (num != -1)
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{
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char head[3];
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{
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FWadLump lump = Wads.OpenLumpNum (num);
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lump.Read (head, 3);
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}
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if (head[0] == 'F' && head[1] == 'O' && head[2] == 'N')
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{
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activefont = new FSingleLumpFont (fontname, num);
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}
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}
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if (activefont == NULL)
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{
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num = TexMan.CheckForTexture (fontname, FTexture::TEX_Any);
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if (num <= 0)
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{
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num = TexMan.AddPatch(fontname);
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}
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if (num > 0)
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{
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activefont = new FSingleLumpFont (fontname, -1);
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}
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else
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{
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activefont = SmallFont;
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}
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}
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}
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if (screen != NULL)
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{
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screen->SetFont (activefont);
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@ -909,7 +909,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
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// (i.e. Guantlets/Chainsaw)
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if (inflictor && inflictor != target // [RH] Not if hurting own self
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&& !(target->flags & MF_NOCLIP)
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&& (!source || !source->player || !(inflictor->flags2 & MF2_NODMGTHRUST)))
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&& !(inflictor->flags2 & MF2_NODMGTHRUST))
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{
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int kickback;
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@ -1426,7 +1426,6 @@ AActor *P_CheckOnmobj (AActor *thing)
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oldz = thing->z;
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P_FakeZMovement (thing);
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good = P_TestMobjZ (thing, false);
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thing->z = oldz;
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return good ? NULL : onmobj;
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@ -563,6 +563,9 @@ bool AActor::SetState (FState *newstate)
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CallingState = newstate;
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newstate->GetAction() (this);
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// Check whether the called action function resulted in destroying the actor
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if (ObjectFlags & OF_MassDestruction) return false;
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}
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newstate = newstate->GetNextState();
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} while (tics == 0);
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@ -3437,6 +3440,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool startenterscripts)
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{
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// Move the voodoo doll's inventory to the new player.
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mobj->ObtainInventory (oldactor);
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FBehavior::StaticStopMyScripts (oldactor); // cancel all ENTER/RESPAWN scripts for the voodoo doll
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}
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// [GRB] Reset skin
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@ -802,7 +802,7 @@ void R_UpdateAnimations (DWORD mstime)
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}
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// Scroll the sky
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double ms = mstime * FRACUNIT;
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double ms = (double)mstime * FRACUNIT;
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sky1pos = fixed_t(fmod (ms * level.skyspeed1, double(TexMan[sky1texture]->GetWidth() << FRACBITS)));
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sky2pos = fixed_t(fmod (ms * level.skyspeed2, double(TexMan[sky2texture]->GetWidth() << FRACBITS)));
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}
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@ -685,7 +685,7 @@ AFuncDesc AFTable[]=
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FUNC(A_SpawnItem, "Mxxyx" )
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FUNC(A_ThrowGrenade, "Mxxxy" )
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FUNC(A_SelectWeapon, "M")
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FUNC(A_Print, "T")
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FUNC(A_Print, "Txt")
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FUNC(A_SetTranslucent, "Xx")
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FUNC(A_FadeIn, "x")
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FUNC(A_FadeOut, "x")
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@ -712,7 +712,7 @@ AFuncDesc AFTable[]=
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FUNC(A_GiveToTarget, "Mx" )
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FUNC(A_TakeFromTarget, "Mx" )
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FUNC(A_CountdownArg, "X")
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FUNC(A_CustomMeleeAttack, "XXXsty" )
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FUNC(A_CustomMeleeAttack, "Xsty" )
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FUNC(A_Burst, "M")
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FUNC(A_RadiusThrust, "xxy")
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{"A_Explode", A_ExplodeParms, "xxy" },
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@ -2414,8 +2414,8 @@ static void ActorDamage (AActor *defaults, Baggage &bag)
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if (SC_CheckString ("("))
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{
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SC_UnGet();
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defaults->Damage = 0x40000000 | ParseExpression (false);
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SC_MustGetStringName(")");
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}
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else
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{
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@ -64,13 +64,13 @@
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "thingdef.h"
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#include "v_video.h"
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static FRandom pr_camissile ("CustomActorfire");
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static FRandom pr_camelee ("CustomMelee");
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static FRandom pr_cabullet ("CustomBullet");
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static FRandom pr_cajump ("CustomJump");
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static FRandom pr_custommelee ("CustomMelee2");
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static FRandom pr_cwbullet ("CustomWpBullet");
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static FRandom pr_cwjump ("CustomWpJump");
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static FRandom pr_cwpunch ("CustomWpPunch");
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@ -750,15 +750,13 @@ void A_CustomBulletAttack (AActor *self)
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//==========================================================================
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void A_CustomMeleeAttack (AActor *self)
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{
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int index=CheckIndex(6);
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int index=CheckIndex(4);
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if (index<0) return;
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int Multiplier = EvalExpressionI (StateParameters[index], self);
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int Modulus = EvalExpressionI (StateParameters[index+1], self);
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int Adder = EvalExpressionI (StateParameters[index+2], self);
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int MeleeSound=StateParameters[index+3];
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ENamedName DamageType = (ENamedName)StateParameters[index+4];
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bool bleed = EvalExpressionN (StateParameters[index+5], self);
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int damage = EvalExpressionI (StateParameters[index], self);
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int MeleeSound=StateParameters[index+1];
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ENamedName DamageType = (ENamedName)StateParameters[index+2];
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bool bleed = EvalExpressionN (StateParameters[index+3], self);
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int mod;
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// This needs to be redesigned once the customizable damage type system is working
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = ((pr_custommelee()%Modulus)*Multiplier)+Adder;
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if (MeleeSound) S_SoundID (self, CHAN_WEAPON, MeleeSound, 1, ATTN_NORM);
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P_DamageMobj (self->target, self, self, damage, MOD_HIT);
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if (bleed) P_TraceBleed (damage, self->target, self);
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// A_Print
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//
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//===========================================================================
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EXTERN_CVAR(Float, con_midtime)
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void A_Print(AActor * actor)
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{
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int index=CheckIndex(1, NULL);
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int index=CheckIndex(3, NULL);
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if (index<0) return;
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if (actor->CheckLocalView (consoleplayer) ||
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(actor->target!=NULL && actor->target->CheckLocalView (consoleplayer)))
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{
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float time = EvalExpressionF (StateParameters[index+1], actor);
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FName fontname = (ENamedName)StateParameters[index+2];
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FFont * oldfont = screen->Font;
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float saved = con_midtime;
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if (fontname != NAME_None)
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{
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FFont * font = V_GetFont(fontname);
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if (font != NULL) screen->SetFont(font);
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}
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if (time > 0)
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{
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con_midtime = time;
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}
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C_MidPrint(FName((ENamedName)StateParameters[index]).GetChars());
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screen->SetFont(oldfont);
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con_midtime = saved;
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}
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}
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@ -164,24 +164,9 @@ static TArray<TranslationMap> TranslationLookup;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// SerializeFFontPtr
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//
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//==========================================================================
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FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
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FFont * V_GetFont(const char *name)
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{
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if (arc.IsStoring ())
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{
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arc << font->Name;
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}
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else
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{
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char *name = NULL;
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arc << name;
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font = FFont::FindFont (name);
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FFont *font = FFont::FindFont (name);
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if (font == NULL)
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{
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int lump = Wads.CheckNumForName (name);
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@ -209,12 +194,32 @@ FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
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font = new FSingleLumpFont (name, -1);
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}
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}
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}
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return font;
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}
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//==========================================================================
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//
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// SerializeFFontPtr
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//
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//==========================================================================
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FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
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{
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if (arc.IsStoring ())
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{
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arc << font->Name;
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}
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else
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{
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char *name = NULL;
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arc << name;
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font = V_GetFont(name);
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if (font == NULL)
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{
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Printf ("Could not load font %s\n", name);
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font = SmallFont;
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}
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}
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delete[] name;
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}
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return arc;
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@ -152,5 +152,6 @@ extern FFont *SmallFont, *SmallFont2, *BigFont, *ConFont;
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void V_InitCustomFonts ();
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void V_InitFontColors ();
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EColorRange V_FindFontColor (FName name);
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FFont * V_GetFont(const char *);
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#endif //__V_FONT_H__
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@ -30,7 +30,7 @@ ACTOR Beggar : StrifeHumanoid
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Loop
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Melee:
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BEGR D 8
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BEGR D 8 A_CustomMeleeAttack(2, 5, 2)
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BEGR D 8 A_CustomMeleeAttack(2*random(1,5)+2)
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BEGR E 1 A_Chase
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BEGR D 8 A_SentinelRefire
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Loop
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@ -29,7 +29,7 @@ ACTOR Peasant : StrifeHumanoid
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Loop
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Melee:
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PEAS E 10 A_FaceTarget
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PEAS F 8 A_CustomMeleeAttack(2, 5, 2)
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PEAS F 8 A_CustomMeleeAttack(2*random(1,5)+2)
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PEAS E 8
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Goto See
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Pain:
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