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- Fixed: player.colorrange didn't read the parameters correctly.
- Reverted an 'optimization' in d_dehacked.cpp that didn't work. SVN r1247 (trunk)
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3 changed files with 14 additions and 5 deletions
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@ -1,3 +1,11 @@
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September 24, 2008 (Changes by Graf Zahl)
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- Fixed: player.colorrange didn't read the parameters correctly.
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- Reverted an 'optimization' in d_dehacked.cpp that didn't work.
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September 23, 2008 (Changes by Graf Zahl)
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- Fixed: Old style decorations forgot all inherited states when installing
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their labels.
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September 22, 2008 (Changes by Graf Zahl)
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- Used the one unused byte in the state structure as a flag to tell what type
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the NextState parameter is. The code did some rather unsafe checks with it
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@ -2583,15 +2583,16 @@ void FinishDehPatch ()
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AActor *defaults2 = GetDefaultByType (subclass);
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memcpy (defaults2, defaults1, sizeof(AActor));
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// Make a copy the state labels
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// Make a copy the replaced class's state labels
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FStateDefinitions statedef;
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statedef.MakeStateDefines(type);
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if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
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{
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// If this is a hacked non-inventory item we must also copy AInventory's special states
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FStateDefinitions statedef;
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statedef.MakeStateDefines(type);
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statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
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statedef.InstallStates(subclass->ActorInfo, defaults2);
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}
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statedef.InstallStates(subclass->ActorInfo, defaults2);
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// Use the DECORATE replacement feature to redirect all spawns
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// of the original class to the new one.
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@ -1835,7 +1835,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
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DEFINE_CLASS_PROPERTY_PREFIX(player, colorrange, I_I, PlayerPawn)
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{
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PROP_INT_PARM(start, 0);
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PROP_INT_PARM(end, 0);
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PROP_INT_PARM(end, 1);
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if (start > end)
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swap (start, end);
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