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- fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors. - fixed implementation of DF2_NOAUTOAIM flag. SVN r1356 (trunk)
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35cc39f094
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11 changed files with 57 additions and 70 deletions
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@ -1,3 +1,8 @@
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January 10, 2009 (Changes by Graf Zahl)
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- fixed: Identification of Doom1 Freedoom IWAD did not work.
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- fixed: UDMF did not initialize a sector's light colors.
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- fixed implementation of DF2_NOAUTOAIM flag.
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January 7, 2009 (Changes by Graf Zahl)
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- copied some 3D floor fixes from GZDoom.
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- fixed: Crushing polyobject did incomplete checks for blocked moves.
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@ -479,19 +479,6 @@ CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO)
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if (p->cheats & CF_CHASECAM)
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cht_DoCheat (p, CHT_CHASECAM);
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}
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// Change our autoaim settings if need be.
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if (dmflags2 & DF2_NOAUTOAIM)
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{
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// Save our aimdist and set aimdist to 0.
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p->userinfo.savedaimdist = p->userinfo.aimdist;
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p->userinfo.aimdist = 0;
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}
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else
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{
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// Restore our aimdist.
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p->userinfo.aimdist = p->userinfo.savedaimdist;
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}
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}
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}
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@ -1634,18 +1621,15 @@ static EIWADType ScanIWAD (const char *iwad)
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}
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else
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{
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if (lumpsfound[Check_FreeDoom])
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{
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return IWAD_FreeDoom1;
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}
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for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++)
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{
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if (!lumpsfound[i])
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{
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if (lumpsfound[Check_FreeDoom])
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{
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return IWAD_FreeDoom1;
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}
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else
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{
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return IWAD_DoomShareware;
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}
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return IWAD_DoomShareware;
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}
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}
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if (i == NUM_CHECKLUMPS)
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@ -370,17 +370,11 @@ void D_SetupUserInfo ()
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}
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if (autoaim > 35.f || autoaim < 0.f)
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{
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if (dmflags & DF2_NOAUTOAIM)
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coninfo->savedaimdist = ANGLE_1*35;
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else
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coninfo->aimdist = ANGLE_1*35;
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coninfo->aimdist = ANGLE_1*35;
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}
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else
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{
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if (dmflags & DF2_NOAUTOAIM)
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coninfo->savedaimdist = abs ((int)(autoaim * (float)ANGLE_1));
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else
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coninfo->aimdist = abs ((int)(autoaim * (float)ANGLE_1));
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coninfo->aimdist = abs ((int)(autoaim * (float)ANGLE_1));
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}
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coninfo->color = color;
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coninfo->skin = R_FindSkin (skin, 0);
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@ -690,16 +684,10 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
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angles = atof (value);
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if (angles > 35.f || angles < 0.f)
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{
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if (dmflags & DF2_NOAUTOAIM)
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info->savedaimdist = ANGLE_1*35;
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else
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info->aimdist = ANGLE_1*35;
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}
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else
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{
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if (dmflags & DF2_NOAUTOAIM)
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info->savedaimdist = abs ((int)(angles * (float)ANGLE_1));
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else
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info->aimdist = abs ((int)(angles * (float)ANGLE_1));
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}
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}
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@ -816,8 +804,11 @@ FArchive &operator<< (FArchive &arc, userinfo_t &info)
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arc.Read (&info.netname, sizeof(info.netname));
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}
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arc << info.team << info.aimdist << info.color << info.skin << info.gender << info.neverswitch;
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if (SaveVersion >= 1333) arc << info.savedaimdist;
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else info.savedaimdist = info.aimdist;
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if (SaveVersion >= 1333 && SaveVersion <= 1355)
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{
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int savedaimdist;
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arc << savedaimdist;
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}
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return arc;
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}
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@ -27,6 +27,7 @@
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// is buffered within the player data struct,
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// as commands per game tick.
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#include "d_ticcmd.h"
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#include "doomstat.h"
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#include "a_artifacts.h"
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@ -195,7 +196,6 @@ struct userinfo_t
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{
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char netname[MAXPLAYERNAME+1];
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BYTE team;
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int savedaimdist;
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int aimdist;
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int color;
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int skin;
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@ -203,6 +203,8 @@ struct userinfo_t
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bool neverswitch;
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fixed_t MoveBob, StillBob;
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int PlayerClass;
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int GetAimDist() const { return (dmflags2 & DF2_NOAUTOAIM)? aimdist : 0; }
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};
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FArchive &operator<< (FArchive &arc, userinfo_t &info);
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@ -452,9 +452,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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{
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return;
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}
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// [RH] bfg can be forced to not use freeaim
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angle_t storedpitch = self->pitch;
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int storedaimdist = player->userinfo.aimdist;
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL)
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@ -463,14 +460,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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return;
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}
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if (dmflags2 & DF2_NO_FREEAIMBFG)
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{
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self->pitch = 0;
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player->userinfo.aimdist = ANGLE_1*35;
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}
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P_SpawnPlayerMissile (self, PClass::FindClass("BFGBall"));
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self->pitch = storedpitch;
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player->userinfo.aimdist = storedaimdist;
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P_SpawnPlayerMissile (self, 0, 0, 0, PClass::FindClass("BFGBall"), self->angle, NULL, NULL, !!(dmflags2 & DF2_NO_FREEAIMBFG));
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}
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//
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@ -5372,7 +5372,7 @@ int DLevelScript::RunScript ()
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switch (STACK(1))
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{
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case PLAYERINFO_TEAM: STACK(2) = userinfo->team; break;
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case PLAYERINFO_AIMDIST: STACK(2) = userinfo->aimdist; break;
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case PLAYERINFO_AIMDIST: STACK(2) = userinfo->GetAimDist(); break;
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case PLAYERINFO_COLOR: STACK(2) = userinfo->color; break;
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case PLAYERINFO_GENDER: STACK(2) = userinfo->gender; break;
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case PLAYERINFO_NEVERSWITCH: STACK(2) = userinfo->neverswitch; break;
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@ -122,7 +122,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
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AActor *P_SpawnPlayerMissile (AActor* source, const PClass *type);
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AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle);
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z, const PClass *type, angle_t angle,
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AActor **pLineTarget = NULL, AActor **MissileActor = NULL);
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AActor **pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false);
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
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@ -1779,11 +1779,6 @@ bool P_CheckMove(AActor *thing, fixed_t x, fixed_t y)
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{
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FCheckPosition tm;
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fixed_t newz = thing->z;
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int side;
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int oldside;
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line_t* ld;
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sector_t* oldsec = thing->Sector; // [RH] for sector actions
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sector_t* newsec;
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if (!P_CheckPosition (thing, x, y, tm))
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{
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@ -2925,7 +2920,7 @@ fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **p
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// vrange of 0 degrees, because then toppitch and bottompitch will
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// be equal, and PTR_AimTraverse will never find anything to shoot at
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// if it crosses a line.
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vrange = clamp (t1->player->userinfo.aimdist, ANGLE_1/2, ANGLE_1*35);
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vrange = clamp (t1->player->userinfo.GetAimDist(), ANGLE_1/2, ANGLE_1*35);
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}
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}
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aim.toppitch = t1->pitch - vrange;
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@ -4796,24 +4796,27 @@ AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type, angle_t angle)
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}
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AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor)
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const PClass *type, angle_t angle, AActor **pLineTarget, AActor **pMissileActor,
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bool nofreeaim)
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{
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static const int angdiff[3] = { -1<<26, 1<<26, 0 };
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int i;
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angle_t an;
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angle_t pitch;
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AActor *linetarget;
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int vrange = nofreeaim? ANGLE_1*35 : 0;
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// see which target is to be aimed at
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i = 2;
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do
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{
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an = angle + angdiff[i];
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pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget);
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pitch = P_AimLineAttack (source, an, 16*64*FRACUNIT, &linetarget, vrange);
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if (source->player != NULL &&
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!nofreeaim &&
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level.IsFreelookAllowed() &&
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source->player->userinfo.aimdist <= ANGLE_1/2)
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source->player->userinfo.GetAimDist() <= ANGLE_1/2)
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{
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break;
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}
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@ -648,7 +648,7 @@ angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget)
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if (mo->player != NULL &&
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level.IsFreelookAllowed() &&
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mo->player->userinfo.aimdist <= ANGLE_1/2)
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mo->player->userinfo.GetAimDist() <= ANGLE_1/2)
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{
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break;
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}
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@ -950,19 +950,36 @@ struct UDMFParser
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sec->ceilingplane.c = -FRACUNIT;
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sec->ceilingplane.ic = -FRACUNIT;
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
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if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
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{
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if (fogMap == NULL)
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fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
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sec->ColorMap = fogMap;
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
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{
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if (fogMap == NULL)
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fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
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sec->ColorMap = fogMap;
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}
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else
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{
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if (normMap == NULL)
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normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
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sec->ColorMap = normMap;
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}
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}
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else
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{
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if (normMap == NULL)
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normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
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sec->ColorMap = normMap;
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if (lightcolor == -1) lightcolor = PalEntry(255,255,255);
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if (fadecolor == -1)
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{
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if (level.outsidefog != 0xff000000 && (sec->GetTexture(sector_t::ceiling) == skyflatnum || (sec->special&0xff) == Sector_Outside))
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fadecolor = level.outsidefog;
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else
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fadecolor = level.fadeto;
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}
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if (desaturation == -1) desaturation = NormalLight.Desaturate;
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sec->ColorMap = GetSpecialLights (lightcolor, fadecolor, desaturation);
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}
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}
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