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- Added PinkSilver's SetActorVelocity code submission (with optimizations.)
SVN r1799 (trunk)
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4 changed files with 41 additions and 0 deletions
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@ -1,3 +1,6 @@
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September 6, 2009 (Changes by Graf Zahl)
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- Added PinkSilver's SetActorVelocity code submission (with optimizations.)
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September 5, 2009
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September 5, 2009
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- Added the frandom decorate function, which is exactly like random except
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- Added the frandom decorate function, which is exactly like random except
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that it works with floating point instead of integers.
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that it works with floating point instead of integers.
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@ -2873,6 +2873,7 @@ enum EACSFunctions
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ACSF_SpawnSpotForced,
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ACSF_SpawnSpotForced,
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ACSF_SpawnSpotFacingForced,
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ACSF_SpawnSpotFacingForced,
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ACSF_CheckActorProperty,
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ACSF_CheckActorProperty,
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ACSF_SetActorVelocity,
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};
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};
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int DLevelScript::SideFromID(int id, int side)
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int DLevelScript::SideFromID(int id, int side)
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@ -3055,6 +3056,22 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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case ACSF_CheckActorProperty:
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case ACSF_CheckActorProperty:
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return (CheckActorProperty(args[0], args[1], args[2]));
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return (CheckActorProperty(args[0], args[1], args[2]));
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case ACSF_SetActorVelocity:
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if (args[0] == 0)
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{
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P_Thing_SetVelocity(activator, args[1], args[2], args[3], !!args[4]);
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}
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else
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{
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TActorIterator<AActor> iterator (args[0]);
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while ( (actor = iterator.Next ()) )
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{
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P_Thing_SetVelocity(actor, args[1], args[2], args[3], !!args[4]);
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}
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}
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return 0;
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default:
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default:
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break;
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break;
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}
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}
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@ -139,6 +139,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_na
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bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog);
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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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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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int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add);
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void P_RemoveThing(AActor * actor);
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void P_RemoveThing(AActor * actor);
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bool P_Thing_Raise(AActor *thing);
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bool P_Thing_Raise(AActor *thing);
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@ -478,6 +478,26 @@ bool P_Thing_Raise(AActor *thing)
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return true;
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return true;
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}
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}
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add)
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{
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if (actor != NULL)
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{
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if (!add)
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{
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actor->velx = actor->vely = actor->velz = 0;
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if (actor->player != NULL) actor->player->velx = actor->player->vely = 0;
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}
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actor->velx += vx;
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actor->vely += vy;
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actor->velz += vz;
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if (actor->player != NULL)
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{
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actor->player->velx += vx;
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actor->player->vely += vy;
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}
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}
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}
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CCMD (dumpspawnables)
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CCMD (dumpspawnables)
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{
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{
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