mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
- moved armor class declarations to their own file and added necessary #includes only to those files actually using them.
- added copyright headers to a_armor.cpp and a_keys.cpp.
This commit is contained in:
parent
014e04ce82
commit
78fa076079
16 changed files with 233 additions and 86 deletions
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@ -31,6 +31,7 @@
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#include "templates.h"
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#include "templates.h"
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#include "d_net.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "d_event.h"
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#include "a_armor.h"
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#define QUEUESIZE 128
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#define QUEUESIZE 128
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#define MESSAGESIZE 128
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#define MESSAGESIZE 128
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@ -74,6 +74,7 @@
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#include "info.h"
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#include "info.h"
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#include "v_text.h"
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#include "v_text.h"
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#include "vmbuilder.h"
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#include "vmbuilder.h"
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#include "a_armor.h"
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// [SO] Just the way Randy said to do it :)
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// [SO] Just the way Randy said to do it :)
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// [RH] Made this CVAR_SERVERINFO
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// [RH] Made this CVAR_SERVERINFO
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@ -1,8 +1,44 @@
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/*
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** a_armor.cpp
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** Implements all variations of armor objects
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2016 Randy Heit
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** Copyright 2006-2016 Cheistoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include <assert.h>
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#include "info.h"
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#include "info.h"
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#include "gi.h"
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#include "gi.h"
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#include "a_pickups.h"
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#include "a_pickups.h"
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#include "a_armor.h"
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#include "templates.h"
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#include "templates.h"
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#include "g_level.h"
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#include "g_level.h"
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#include "d_player.h"
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#include "d_player.h"
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@ -15,6 +51,13 @@ IMPLEMENT_CLASS(ABasicArmorPickup, false, false)
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IMPLEMENT_CLASS(ABasicArmorBonus, false, false)
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IMPLEMENT_CLASS(ABasicArmorBonus, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false)
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//===========================================================================
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//
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//
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// BasicArmor
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//
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//
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//===========================================================================
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DEFINE_FIELD(ABasicArmor, AbsorbCount)
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DEFINE_FIELD(ABasicArmor, AbsorbCount)
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DEFINE_FIELD(ABasicArmor, SavePercent)
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DEFINE_FIELD(ABasicArmor, SavePercent)
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@ -198,6 +241,15 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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}
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}
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}
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}
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//===========================================================================
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//
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//
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// BasicArmorPickup
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//
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//
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//===========================================================================
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DEFINE_FIELD(ABasicArmorPickup, SavePercent)
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DEFINE_FIELD(ABasicArmorPickup, SavePercent)
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DEFINE_FIELD(ABasicArmorPickup, MaxAbsorb)
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DEFINE_FIELD(ABasicArmorPickup, MaxAbsorb)
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DEFINE_FIELD(ABasicArmorPickup, MaxFullAbsorb)
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DEFINE_FIELD(ABasicArmorPickup, MaxFullAbsorb)
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@ -291,10 +343,13 @@ bool ABasicArmorPickup::Use (bool pickup)
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//===========================================================================
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//===========================================================================
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//
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//
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// ABasicArmorBonus
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//
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// BasicArmorBonus
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//
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//
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//
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//===========================================================================
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//===========================================================================
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DEFINE_FIELD(ABasicArmorBonus, SavePercent)
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DEFINE_FIELD(ABasicArmorBonus, SavePercent)
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DEFINE_FIELD(ABasicArmorBonus, MaxSaveAmount)
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DEFINE_FIELD(ABasicArmorBonus, MaxSaveAmount)
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DEFINE_FIELD(ABasicArmorBonus, MaxAbsorb)
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DEFINE_FIELD(ABasicArmorBonus, MaxAbsorb)
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@ -406,6 +461,13 @@ bool ABasicArmorBonus::Use (bool pickup)
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return true;
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return true;
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}
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}
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//===========================================================================
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//
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//
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// HexenArmor
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//
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//
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//===========================================================================
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DEFINE_FIELD(AHexenArmor, Slots)
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DEFINE_FIELD(AHexenArmor, Slots)
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DEFINE_FIELD(AHexenArmor, SlotsIncrement)
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DEFINE_FIELD(AHexenArmor, SlotsIncrement)
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@ -573,6 +635,11 @@ void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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}
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}
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}
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}
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//===========================================================================
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//
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// AHexenArmor :: DepleteOrDestroy
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//
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//===========================================================================
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void AHexenArmor::DepleteOrDestroy()
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void AHexenArmor::DepleteOrDestroy()
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{
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{
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89
src/g_inventory/a_armor.h
Normal file
89
src/g_inventory/a_armor.h
Normal file
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@ -0,0 +1,89 @@
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#pragma once
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#include "a_pickups.h"
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// Armor absorbs some damage for the player.
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class AArmor : public AInventory
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{
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DECLARE_CLASS (AArmor, AInventory)
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};
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// Basic armor absorbs a specific percent of the damage. You should
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// never pickup a BasicArmor. Instead, you pickup a BasicArmorPickup
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// or BasicArmorBonus and those gives you BasicArmor when it activates.
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class ABasicArmor : public AArmor
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{
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DECLARE_CLASS (ABasicArmor, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual void Tick ();
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool HandlePickup (AInventory *item);
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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int AbsorbCount;
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double SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int BonusCount;
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FNameNoInit ArmorType;
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int ActualSaveAmount;
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};
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// BasicArmorPickup replaces the armor you have.
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class ABasicArmorPickup : public AArmor
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{
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DECLARE_CLASS (ABasicArmorPickup, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool Use (bool pickup);
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double SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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};
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// BasicArmorBonus adds to the armor you have.
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class ABasicArmorBonus : public AArmor
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{
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DECLARE_CLASS (ABasicArmorBonus, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool Use (bool pickup);
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double SavePercent; // The default, for when you don't already have armor
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int MaxSaveAmount;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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int BonusCount;
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int BonusMax;
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};
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// Hexen armor consists of four separate armor types plus a conceptual armor
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// type (the player himself) that work together as a single armor.
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class AHexenArmor : public AArmor
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{
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DECLARE_CLASS (AHexenArmor, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual bool HandlePickup (AInventory *item);
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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void DepleteOrDestroy();
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double Slots[5];
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double SlotsIncrement[4];
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protected:
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bool AddArmorToSlot (AActor *actor, int slot, int amount);
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};
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@ -1,3 +1,36 @@
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/*
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** a_keys.cpp
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** Implements all keys and associated data
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Cheistoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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||||||
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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||||||
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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||||||
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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||||||
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "a_keys.h"
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#include "a_keys.h"
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#include "tarray.h"
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#include "tarray.h"
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#include "gi.h"
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#include "gi.h"
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#include "v_font.h"
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#include "v_font.h"
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//===========================================================================
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//
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// Data for the LOCKDEFS
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//
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//===========================================================================
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//===========================================================================
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//
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//
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//===========================================================================
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struct OneKey
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struct OneKey
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{
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{
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PClassActor *key;
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PClassActor *key;
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@ -45,6 +90,11 @@ struct OneKey
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}
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}
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};
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};
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//===========================================================================
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//
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//
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//===========================================================================
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struct Keygroup
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struct Keygroup
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{
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{
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TArray<OneKey> anykeylist;
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TArray<OneKey> anykeylist;
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@ -59,6 +109,11 @@ struct Keygroup
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}
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}
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};
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};
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//===========================================================================
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//
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//
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//===========================================================================
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struct Lock
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struct Lock
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{
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{
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TArray<Keygroup *> keylist;
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TArray<Keygroup *> keylist;
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@ -100,6 +155,10 @@ struct Lock
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}
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}
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};
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};
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//===========================================================================
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//
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//
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//===========================================================================
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static Lock *locks[256]; // all valid locks
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static Lock *locks[256]; // all valid locks
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static bool keysdone=false; // have the locks been initialized?
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static bool keysdone=false; // have the locks been initialized?
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@ -490,6 +549,11 @@ bool AKey::HandlePickup (AInventory *item)
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return false;
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return false;
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}
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}
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//===========================================================================
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//
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//
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//===========================================================================
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bool AKey::ShouldStay ()
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bool AKey::ShouldStay ()
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{
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{
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return !!multiplayer;
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return !!multiplayer;
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@ -458,91 +458,6 @@ public:
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virtual bool Use (bool pickup);
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virtual bool Use (bool pickup);
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};
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};
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// Armor absorbs some damage for the player.
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class AArmor : public AInventory
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{
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DECLARE_CLASS (AArmor, AInventory)
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};
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// Basic armor absorbs a specific percent of the damage. You should
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// never pickup a BasicArmor. Instead, you pickup a BasicArmorPickup
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// or BasicArmorBonus and those gives you BasicArmor when it activates.
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class ABasicArmor : public AArmor
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{
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DECLARE_CLASS (ABasicArmor, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual void Tick ();
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool HandlePickup (AInventory *item);
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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int AbsorbCount;
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double SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int BonusCount;
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FNameNoInit ArmorType;
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int ActualSaveAmount;
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};
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// BasicArmorPickup replaces the armor you have.
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class ABasicArmorPickup : public AArmor
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{
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DECLARE_CLASS (ABasicArmorPickup, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool Use (bool pickup);
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double SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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};
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// BasicArmorBonus adds to the armor you have.
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class ABasicArmorBonus : public AArmor
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{
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DECLARE_CLASS (ABasicArmorBonus, AArmor)
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public:
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virtual void Serialize(FSerializer &arc);
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virtual AInventory *CreateCopy (AActor *other);
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|
||||||
virtual bool Use (bool pickup);
|
|
||||||
|
|
||||||
double SavePercent; // The default, for when you don't already have armor
|
|
||||||
int MaxSaveAmount;
|
|
||||||
int MaxAbsorb;
|
|
||||||
int MaxFullAbsorb;
|
|
||||||
int SaveAmount;
|
|
||||||
int BonusCount;
|
|
||||||
int BonusMax;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Hexen armor consists of four separate armor types plus a conceptual armor
|
|
||||||
// type (the player himself) that work together as a single armor.
|
|
||||||
class AHexenArmor : public AArmor
|
|
||||||
{
|
|
||||||
DECLARE_CLASS (AHexenArmor, AArmor)
|
|
||||||
public:
|
|
||||||
|
|
||||||
virtual void Serialize(FSerializer &arc);
|
|
||||||
virtual AInventory *CreateCopy (AActor *other);
|
|
||||||
virtual AInventory *CreateTossable ();
|
|
||||||
virtual bool HandlePickup (AInventory *item);
|
|
||||||
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
|
|
||||||
void DepleteOrDestroy();
|
|
||||||
|
|
||||||
double Slots[5];
|
|
||||||
double SlotsIncrement[4];
|
|
||||||
|
|
||||||
protected:
|
|
||||||
bool AddArmorToSlot (AActor *actor, int slot, int amount);
|
|
||||||
};
|
|
||||||
|
|
||||||
// PuzzleItems work in conjunction with the UsePuzzleItem special
|
// PuzzleItems work in conjunction with the UsePuzzleItem special
|
||||||
class PClassPuzzleItem : public PClassInventory
|
class PClassPuzzleItem : public PClassInventory
|
||||||
{
|
{
|
||||||
|
|
|
@ -14,6 +14,7 @@
|
||||||
#include "serializer.h"
|
#include "serializer.h"
|
||||||
#include "p_enemy.h"
|
#include "p_enemy.h"
|
||||||
#include "d_player.h"
|
#include "d_player.h"
|
||||||
|
#include "a_armor.h"
|
||||||
#include "r_data/sprites.h"
|
#include "r_data/sprites.h"
|
||||||
|
|
||||||
static FRandom pr_morphmonst ("MorphMonster");
|
static FRandom pr_morphmonst ("MorphMonster");
|
||||||
|
|
|
@ -45,6 +45,7 @@
|
||||||
#include "st_stuff.h"
|
#include "st_stuff.h"
|
||||||
#include "m_swap.h"
|
#include "m_swap.h"
|
||||||
#include "a_keys.h"
|
#include "a_keys.h"
|
||||||
|
#include "a_armor.h"
|
||||||
#include "templates.h"
|
#include "templates.h"
|
||||||
#include "i_system.h"
|
#include "i_system.h"
|
||||||
#include "sbarinfo.h"
|
#include "sbarinfo.h"
|
||||||
|
|
|
@ -43,6 +43,7 @@
|
||||||
#include "c_cvars.h"
|
#include "c_cvars.h"
|
||||||
#include "w_wad.h"
|
#include "w_wad.h"
|
||||||
#include "a_keys.h"
|
#include "a_keys.h"
|
||||||
|
#include "a_armor.h"
|
||||||
#include "sbar.h"
|
#include "sbar.h"
|
||||||
#include "sc_man.h"
|
#include "sc_man.h"
|
||||||
#include "templates.h"
|
#include "templates.h"
|
||||||
|
|
|
@ -12,6 +12,7 @@
|
||||||
#include "m_swap.h"
|
#include "m_swap.h"
|
||||||
#include "templates.h"
|
#include "templates.h"
|
||||||
#include "a_keys.h"
|
#include "a_keys.h"
|
||||||
|
#include "a_armor.h"
|
||||||
#include "gi.h"
|
#include "gi.h"
|
||||||
#include "g_level.h"
|
#include "g_level.h"
|
||||||
#include "colormatcher.h"
|
#include "colormatcher.h"
|
||||||
|
|
|
@ -47,6 +47,7 @@
|
||||||
#include "serializer.h"
|
#include "serializer.h"
|
||||||
#include "r_utility.h"
|
#include "r_utility.h"
|
||||||
#include "a_morph.h"
|
#include "a_morph.h"
|
||||||
|
#include "a_armor.h"
|
||||||
|
|
||||||
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
|
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
|
||||||
// writes some bytes to the network data stream, and the network code
|
// writes some bytes to the network data stream, and the network code
|
||||||
|
|
|
@ -83,6 +83,7 @@
|
||||||
#include "serializer.h"
|
#include "serializer.h"
|
||||||
#include "thingdef.h"
|
#include "thingdef.h"
|
||||||
#include "a_pickups.h"
|
#include "a_pickups.h"
|
||||||
|
#include "a_armor.h"
|
||||||
|
|
||||||
extern FILE *Logfile;
|
extern FILE *Logfile;
|
||||||
|
|
||||||
|
|
|
@ -78,6 +78,7 @@
|
||||||
#include "v_text.h"
|
#include "v_text.h"
|
||||||
#include "thingdef.h"
|
#include "thingdef.h"
|
||||||
#include "math/cmath.h"
|
#include "math/cmath.h"
|
||||||
|
#include "a_armor.h"
|
||||||
|
|
||||||
AActor *SingleActorFromTID(int tid, AActor *defactor);
|
AActor *SingleActorFromTID(int tid, AActor *defactor);
|
||||||
|
|
||||||
|
|
|
@ -69,6 +69,7 @@
|
||||||
#include "thingdef.h"
|
#include "thingdef.h"
|
||||||
#include "d_player.h"
|
#include "d_player.h"
|
||||||
#include "virtual.h"
|
#include "virtual.h"
|
||||||
|
#include "a_armor.h"
|
||||||
|
|
||||||
// MACROS ------------------------------------------------------------------
|
// MACROS ------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
@ -59,6 +59,7 @@
|
||||||
#include "a_morph.h"
|
#include "a_morph.h"
|
||||||
#include "p_spec.h"
|
#include "p_spec.h"
|
||||||
#include "virtual.h"
|
#include "virtual.h"
|
||||||
|
#include "a_armor.h"
|
||||||
|
|
||||||
static FRandom pr_skullpop ("SkullPop");
|
static FRandom pr_skullpop ("SkullPop");
|
||||||
|
|
||||||
|
|
|
@ -46,6 +46,7 @@
|
||||||
#include "templates.h"
|
#include "templates.h"
|
||||||
#include "r_defs.h"
|
#include "r_defs.h"
|
||||||
#include "a_pickups.h"
|
#include "a_pickups.h"
|
||||||
|
#include "a_armor.h"
|
||||||
#include "s_sound.h"
|
#include "s_sound.h"
|
||||||
#include "cmdlib.h"
|
#include "cmdlib.h"
|
||||||
#include "p_lnspec.h"
|
#include "p_lnspec.h"
|
||||||
|
|
Loading…
Reference in a new issue