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- after looking at the most recent Vavoom update I realized that A_FastChase should not
use the multi-purpose special2 as counter for strafing so I added a new variable for this purpose. - forgot to save p_lnspec.cpp before last commut. SVN r574 (trunk)
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5 changed files with 14 additions and 7 deletions
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@ -1,3 +1,8 @@
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November 28, 2007 (Changes by Graf Zahl)
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- after looking at the most recent Vavoom update I realized that A_FastChase should not
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use the multi-purpose special2 as counter for strafing so I added a new variable
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for this purpose.
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November 24, 2007 (Changes by Graf Zahl)
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- added Floor_MoveToValue and Ceiling_MoveToValue action specials.
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@ -692,6 +692,7 @@ public:
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fixed_t bouncefactor; // Strife's grenades use 50%, Hexen's Flechettes 70.
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int bouncecount; // Strife's grenades only bounce twice before exploding
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fixed_t gravity; // [GRB] Gravity factor
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int FastChaseStrafeCount;
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// a linked list of sectors where this object appears
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struct msecnode_s *touching_sectorlist; // phares 3/14/98
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@ -1963,13 +1963,13 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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if (fastchase && !dontmove)
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{
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if (actor->special2 > 0)
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if (actor->FastChaseStrafeCount > 0)
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{
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actor->special2--;
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actor->FastChaseStrafeCount--;
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}
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else
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{
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actor->special2 = 0;
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actor->FastChaseStrafeCount = 0;
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actor->momx = 0;
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actor->momy = 0;
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fixed_t dist = P_AproxDistance (actor->x - actor->target->x, actor->y - actor->target->y);
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@ -1982,7 +1982,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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else ang -= ANGLE_90;
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actor->momx = 13 * finecosine[ang>>ANGLETOFINESHIFT];
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actor->momy = 13 * finesine[ang>>ANGLETOFINESHIFT];
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actor->special2 = 3; // strafe time
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actor->FastChaseStrafeCount = 3; // strafe time
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}
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}
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}
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@ -2056,7 +2056,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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//
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// class bosses don't do this when strafing
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if ((!fastchase || !actor->special2) && !dontmove)
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if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
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{
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// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
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fixed_t oldX = actor->x;
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@ -2798,7 +2798,7 @@ lnSpecFunc LineSpecials[256] =
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LS_ClearForceField,
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LS_Floor_RaiseByValueTimes8,
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LS_Floor_LowerByValueTimes8,
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LS_Floor_MoveToValue
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LS_Floor_MoveToValue,
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LS_Ceiling_Waggle,
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LS_Teleport_ZombieChanger,
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LS_Ceiling_LowerByValue,
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@ -315,7 +315,8 @@ void AActor::Serialize (FArchive &arc)
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<< meleethreshold
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<< meleerange
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<< DamageType
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<< gravity;
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<< gravity
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<< FastChaseStrafeCount;
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if (arc.IsStoring ())
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{
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