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- added 'damage' to the actor variables exported to DECORATE's expression
evaluator. - fixed: solid corpses could block ripper missile that originally killed them. SVN r1520 (trunk)
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6 changed files with 16 additions and 1 deletions
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@ -1,4 +1,9 @@
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April 2, 2009
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April 4, 2009 (Changes by Graf Zahl)
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- added 'damage' to the actor variables exported to DECORATE's expression
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evaluator.
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- fixed: solid corpses could block ripper missile that originally killed them.
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April 2, 2009
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- Fixed: Doom's status bar was lacking its default face.
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- Fixed: Doom's status bar was lacking its default face.
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- Fixed: Custom skin face graphics were not added to the texture manager.
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- Fixed: Custom skin face graphics were not added to the texture manager.
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- Fixed: UseHealthItems() gave you health equal to the number of items in
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- Fixed: UseHealthItems() gave you health equal to the number of items in
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@ -105,5 +105,6 @@ struct IWADInfo
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};
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};
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extern const IWADInfo IWADInfos[NUM_IWAD_TYPES];
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extern const IWADInfo IWADInfos[NUM_IWAD_TYPES];
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extern EIWADType gameiwad;
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#endif
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#endif
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@ -46,6 +46,8 @@ IMPLEMENT_CLASS (APowerup)
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bool APowerupGiver::Use (bool pickup)
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bool APowerupGiver::Use (bool pickup)
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{
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{
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if (PowerupType == NULL) return true; // item is useless
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APowerup *power = static_cast<APowerup *> (Spawn (PowerupType, 0, 0, 0, NO_REPLACE));
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APowerup *power = static_cast<APowerup *> (Spawn (PowerupType, 0, 0, 0, NO_REPLACE));
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if (EffectTics != 0)
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if (EffectTics != 0)
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@ -834,6 +834,11 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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{
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{
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return true;
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return true;
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}
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}
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// Check for rippers passing through corpses
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if ((thing->flags & MF_CORPSE) && (tm.thing->flags2 & MF2_RIP) && !(thing->flags & MF_SHOOTABLE))
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{
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return true;
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}
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int clipheight;
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int clipheight;
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@ -72,6 +72,7 @@ DEFINE_MEMBER_VARIABLE(z, AActor)
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DEFINE_MEMBER_VARIABLE(momx, AActor)
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DEFINE_MEMBER_VARIABLE(momx, AActor)
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DEFINE_MEMBER_VARIABLE(momy, AActor)
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DEFINE_MEMBER_VARIABLE(momy, AActor)
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DEFINE_MEMBER_VARIABLE(momz, AActor)
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DEFINE_MEMBER_VARIABLE(momz, AActor)
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DEFINE_MEMBER_VARIABLE(Damage, AActor)
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//==========================================================================
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//==========================================================================
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//
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//
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@ -33,6 +33,7 @@ ACTOR Actor native //: Thinker
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native int tid;
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native int tid;
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native int TIDtoHate;
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native int TIDtoHate;
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native int waterlevel;
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native int waterlevel;
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native int damage;
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native fixed_t x;
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native fixed_t x;
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native fixed_t y;
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native fixed_t y;
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native fixed_t z;
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native fixed_t z;
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