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- added submission for raising master/children/siblings.
- added submission for no decals on wall option. - removed some useless code from SpawnMissile function. SVN r1716 (trunk)
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11 changed files with 148 additions and 79 deletions
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@ -1,4 +1,9 @@
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July 12, 2009 (Changes by Graf Zahl)
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July 13, 2009 (Changes by Graf Zahl)
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- added submission for raising master/children/siblings.
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- added submission for no decals on wall option.
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- removed some useless code from SpawnMissile function.
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July 12, 2009 (Changes by Graf Zahl)
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- Backported 2 fixes from Skulltag:
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* A_SentinelAttack must check for a NULL target
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* Monsters with CANTLEAVEFLOORPIC could not move because their floor
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@ -130,6 +130,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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}
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sector
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@ -301,6 +301,7 @@ xx(Heightceiling)
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xx(Lightlevel)
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xx(Texturefloor)
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xx(Textureceiling)
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xx(Nodecals)
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xx(Skill1)
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xx(Skill2)
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@ -1369,60 +1369,6 @@ FUNC(LS_Thing_SpawnFacing)
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return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
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}
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static bool DoThingRaise(AActor *thing)
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{
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if (thing == NULL)
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return false; // not valid
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if (!(thing->flags & MF_CORPSE) )
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return true; // not a corpse
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if (thing->tics != -1)
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return true; // not lying still yet
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FState * RaiseState = thing->FindState(NAME_Raise);
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if (RaiseState == NULL)
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return true; // monster doesn't have a raise state
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AActor *info = thing->GetDefault ();
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thing->velx = thing->vely = 0;
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// [RH] Check against real height and radius
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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int oldflags = thing->flags;
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thing->flags |= MF_SOLID;
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thing->height = info->height; // [RH] Use real height
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thing->radius = info->radius; // [RH] Use real radius
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if (!P_CheckPosition (thing, thing->x, thing->y))
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{
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->height = oldheight;
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return false;
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}
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S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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thing->SetState (RaiseState);
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thing->flags = info->flags;
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thing->flags2 = info->flags2;
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thing->flags3 = info->flags3;
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thing->flags4 = info->flags4;
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thing->health = info->health;
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thing->target = NULL;
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thing->lastenemy = NULL;
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// [RH] If it's a monster, it gets to count as another kill
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if (thing->CountsAsKill())
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{
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level.total_monsters++;
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}
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return true;
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}
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FUNC(LS_Thing_Raise)
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// Thing_Raise(tid)
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{
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@ -1431,7 +1377,7 @@ FUNC(LS_Thing_Raise)
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if (arg0==0)
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{
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ok = DoThingRaise (it);
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ok = P_Thing_Raise (it);
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}
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else
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{
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@ -1439,7 +1385,7 @@ FUNC(LS_Thing_Raise)
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while ( (target = iterator.Next ()) )
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{
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ok |= DoThingRaise(target);
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ok |= P_Thing_Raise(target);
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}
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}
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return ok;
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@ -140,6 +140,7 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog);
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bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog);
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int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
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void P_RemoveThing(AActor * actor);
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bool P_Thing_Raise(AActor *thing);
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//
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// P_ENEMY
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@ -4796,26 +4796,6 @@ static fixed_t GetDefaultSpeed(const PClass *type)
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return GetDefaultByType(type)->Speed;
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}
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static AActor * SpawnMissile (const PClass *type, fixed_t x, fixed_t y, fixed_t z)
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{
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AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
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if (th != NULL)
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{
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// Force floor huggers to the floor and ceiling huggers to the ceiling
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if (th->flags3 & MF3_FLOORHUGGER)
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{
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z = th->floorz;
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}
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else if (th->flags3 & MF3_CEILINGHUGGER)
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{
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z = th->ceilingz - th->height;
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}
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}
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return th;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_SpawnMissile
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@ -4851,7 +4831,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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z -= source->floorclip;
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}
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AActor *th = SpawnMissile (type, x, y, z);
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AActor *th = Spawn (type, x, y, z, ALLOW_REPLACE);
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P_PlaySpawnSound(th, source);
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th->target = source; // record missile's originator
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@ -4966,7 +4946,7 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
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z -= source->floorclip;
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}
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mo = SpawnMissile (type, source->x, source->y, z);
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mo = Spawn (type, source->x, source->y, z, ALLOW_REPLACE);
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P_PlaySpawnSound(mo, source);
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mo->target = owner != NULL ? owner : source; // Originator
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@ -424,6 +424,60 @@ void P_RemoveThing(AActor * actor)
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}
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}
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bool P_Thing_Raise(AActor *thing)
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{
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if (thing == NULL)
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return false; // not valid
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if (!(thing->flags & MF_CORPSE) )
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return true; // not a corpse
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if (thing->tics != -1)
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return true; // not lying still yet
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FState * RaiseState = thing->FindState(NAME_Raise);
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if (RaiseState == NULL)
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return true; // monster doesn't have a raise state
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AActor *info = thing->GetDefault ();
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thing->velx = thing->vely = 0;
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// [RH] Check against real height and radius
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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int oldflags = thing->flags;
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thing->flags |= MF_SOLID;
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thing->height = info->height; // [RH] Use real height
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thing->radius = info->radius; // [RH] Use real radius
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if (!P_CheckPosition (thing, thing->x, thing->y))
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{
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->height = oldheight;
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return false;
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}
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S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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thing->SetState (RaiseState);
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thing->flags = info->flags;
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thing->flags2 = info->flags2;
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thing->flags3 = info->flags3;
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thing->flags4 = info->flags4;
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thing->health = info->health;
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thing->target = NULL;
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thing->lastenemy = NULL;
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// [RH] If it's a monster, it gets to count as another kill
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if (thing->CountsAsKill())
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{
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level.total_monsters++;
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}
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return true;
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}
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CCMD (dumpspawnables)
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{
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@ -973,6 +973,10 @@ struct UDMFParser
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Flag(sd->Flags, WALLF_CLIP_MIDTEX, key);
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continue;
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case NAME_Nodecals:
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Flag(sd->Flags, WALLF_NOAUTODECALS, key);
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continue;
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default:
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break;
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@ -2549,6 +2549,78 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
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}
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}
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//===========================================================================
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//
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// A_RemoveSiblings
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(removeall,0);
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while ( (mo = it.Next()) )
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{
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if ( ( mo->master == self->master ) && ( mo != self ) && ( ( mo->health <= 0 ) || removeall) )
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{
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P_RemoveThing(mo);
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}
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}
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}
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//===========================================================================
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//
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// A_RaiseMaster
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
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{
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if (self->master != NULL)
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{
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P_Thing_Raise(self->master);
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}
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}
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//===========================================================================
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//
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// A_RaiseChildren
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while (mo = it.Next())
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{
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if ( mo->master == self )
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{
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P_Thing_Raise(mo);
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}
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}
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}
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//===========================================================================
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//
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// A_RaiseSiblings
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ( (mo = it.Next()) )
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{
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if ( ( mo->master == self->master ) && ( mo != self ) )
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{
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P_Thing_Raise(mo);
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}
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}
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}
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//===========================================================================
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//
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// A_MonsterRefire
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@ -197,9 +197,13 @@ ACTOR Actor native //: Thinker
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action native A_JumpIf(bool expression, state label);
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action native A_RemoveMaster();
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action native A_RemoveChildren(bool removeall = false);
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action native A_RemoveSiblings(bool removeall = false);
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action native A_KillMaster();
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action native A_KillChildren();
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action native A_KillSiblings();
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action native A_RaiseMaster();
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action native A_RaiseChildren();
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action native A_RaiseSiblings();
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action native A_CheckFloor(state label);
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action native A_CheckCeiling(state label);
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action native A_PlayerSkinCheck(state label);
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@ -633,6 +633,7 @@ ACTOR MaceFX4 native
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-NOGRAVITY
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+TELESTOMP
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+THRUGHOST
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-NOTELEPORT
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BounceType "HereticCompat"
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SeeSound ""
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