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- Added PinkSilver's A_LookEx fix.
SVN r1828 (trunk)
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commit
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3 changed files with 36 additions and 27 deletions
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@ -1,4 +1,5 @@
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September 14, 2009 (Changes by Graf Zahl)
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September 14, 2009 (Changes by Graf Zahl)
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- Added PinkSilver's A_LookEx fix.
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- added resources needed for MBF support.
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- added resources needed for MBF support.
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- removed unused score items from DECORATE file.
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- removed unused score items from DECORATE file.
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- Fixed: Argument count for UsePuzzleItem was wrong.
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- Fixed: Argument count for UsePuzzleItem was wrong.
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@ -782,13 +782,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
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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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if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
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if (targ && targ->player && (targ->player->cheats & CF_NOTARGET))
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{
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{
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return;
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return;
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}
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}
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}
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}
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}
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// [RH] Andy Baker's stealth monsters
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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if (self->flags & MF_STEALTH)
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@ -811,8 +811,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
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}
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}
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// Let the self wander around aimlessly looking for a fight
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// Let the self wander around aimlessly looking for a fight
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if (self->SeeState != NULL)
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{
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if (!(self->flags & MF_INCHASE))
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if (!(self->flags & MF_INCHASE))
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{
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{
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if (seestate)
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if (seestate)
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@ -820,27 +818,33 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
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self->SetState (seestate);
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self->SetState (seestate);
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}
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}
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else
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else
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{
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if (self->SeeState != NULL)
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{
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{
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self->SetState (self->SeeState);
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self->SetState (self->SeeState);
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}
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}
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}
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}
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else
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else
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{
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{
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CALL_ACTION(A_Wander, self);
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CALL_ACTION(A_Wander, self);
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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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else
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else
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{
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{
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self->target = targ; //We already have a target?
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self->target = targ; //We already have a target?
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if (targ != NULL)
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// [KS] The target can become ourselves in rare circumstances (like
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// if we committed suicide), so if that's the case, just ignore it.
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if (self->target == self) self->target = NULL;
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if (self->target != NULL)
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{
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{
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if (self->flags & MF_AMBUSH)
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if (self->flags & MF_AMBUSH)
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{
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{
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dist = P_AproxDistance (targ->x - self->x,
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dist = P_AproxDistance (self->target->x - self->x,
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targ->y - self->y);
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self->target->y - self->y);
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if (P_CheckSight (self, self->target, 2) &&
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if (P_CheckSight (self, self->target, 2) &&
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(!minseedist || dist > minseedist) &&
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(!minseedist || dist > minseedist) &&
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(!maxseedist || dist < maxseedist))
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(!maxseedist || dist < maxseedist))
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@ -2140,6 +2140,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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AActor *defs = self->GetDefault();
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AActor *defs = self->GetDefault();
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self->health = defs->health;
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self->health = defs->health;
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// [KS] Don't keep target, because it could be self if the monster committed suicide
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self->target = NULL;
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self->LastHeard = NULL;
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self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
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self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
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self->flags2 = defs->flags2;
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self->flags2 = defs->flags2;
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self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
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self->flags3 = (defs->flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (self->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS));
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