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- Fixed: P_RailAttack() passed the wrong angle variable to P_TraceBleed().
SVN r1490 (trunk)
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2 changed files with 32 additions and 27 deletions
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@ -1,4 +1,7 @@
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March 18, 2009 (Changes by Graf Zahl)
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March 19, 2009
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- Fixed: P_RailAttack() passed the wrong angle variable to P_TraceBleed().
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March 18, 2009 (Changes by Graf Zahl)
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- Fixed: S_StopSound may not assume that after stopping a sound channel
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- Fixed: S_StopSound may not assume that after stopping a sound channel
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its link to the next item in the list is still valid.
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its link to the next item in the list is still valid.
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- Fixed typo in src/CMakeLists.txt.
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- Fixed typo in src/CMakeLists.txt.
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@ -3466,6 +3466,33 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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8192*FRACUNIT, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace,
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TRACE_PCross|TRACE_Impact, ProcessRailHit);
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TRACE_PCross|TRACE_Impact, ProcessRailHit);
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// Hurt anything the trace hit
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unsigned int i;
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AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
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FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
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for (i = 0; i < RailHits.Size (); i++)
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{
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fixed_t x, y, z;
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x = x1 + FixedMul (RailHits[i].Distance, vx);
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y = y1 + FixedMul (RailHits[i].Distance, vy);
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z = shootz + FixedMul (RailHits[i].Distance, vz);
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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{
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if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG90, 1, PF_HITTHING);
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}
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else
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{
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P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, source->angle, pitch);
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}
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P_DamageMobj (RailHits[i].HitActor, source, source, damage, damagetype);
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}
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// Spawn a decal or puff at the point where the trace ended.
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if (trace.HitType == TRACE_HitWall)
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if (trace.HitType == TRACE_HitWall)
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{
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{
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SpawnShootDecal (source, trace);
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SpawnShootDecal (source, trace);
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@ -3491,32 +3518,7 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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}
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}
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}
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}
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// Now hurt anything the trace hit
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// Draw the slug's trail.
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unsigned int i;
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AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
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FName damagetype = (puffDefaults == NULL || puffDefaults->DamageType == NAME_None) ? FName(NAME_Railgun) : puffDefaults->DamageType;
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for (i = 0; i < RailHits.Size (); i++)
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{
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fixed_t x, y, z;
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x = x1 + FixedMul (RailHits[i].Distance, vx);
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y = y1 + FixedMul (RailHits[i].Distance, vy);
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z = shootz + FixedMul (RailHits[i].Distance, vz);
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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{
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if (puffclass != NULL) P_SpawnPuff (source, puffclass, x, y, z, source->angle - ANG180, 1, PF_HITTHING);
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}
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else
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{
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P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
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}
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P_DamageMobj (RailHits[i].HitActor, source, source, damage, damagetype);
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
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}
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end.X = FIXED2FLOAT(trace.X);
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end.X = FIXED2FLOAT(trace.X);
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end.Y = FIXED2FLOAT(trace.Y);
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end.Y = FIXED2FLOAT(trace.Y);
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end.Z = FIXED2FLOAT(trace.Z);
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end.Z = FIXED2FLOAT(trace.Z);
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