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https://github.com/ZDoom/gzdoom.git
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Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
c88bf3108c
6 changed files with 126 additions and 101 deletions
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@ -331,6 +331,8 @@ enum
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_DOHARMSPECIES = 0x08000000, // Do hurt one's own species with projectiles.
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -2615,6 +2615,8 @@ void AM_drawThings ()
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{
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{
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t = sectors[i].thinglist;
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t = sectors[i].thinglist;
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while (t)
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while (t)
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{
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
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{
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{
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p.x = t->x >> FRACTOMAPBITS;
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p.x = t->x >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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@ -2723,7 +2725,7 @@ void AM_drawThings ()
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AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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}
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}
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}
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}
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}
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t = t->snext;
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t = t->snext;
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}
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}
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}
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}
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@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
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{
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{
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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{
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{
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if (P_GiveBody(Owner, 5))
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if (P_GiveBody(Owner, Strength))
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{
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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}
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@ -5047,6 +5047,15 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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P_CheckFakeFloorTriggers (thing, oldz);
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P_CheckFakeFloorTriggers (thing, oldz);
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}
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}
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}
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}
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else if ((thing->z != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
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{
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fixed_t oldz = thing->z;
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if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
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{
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thing->z = thing->z - oldfloorz + thing->floorz;
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P_CheckFakeFloorTriggers (thing, oldz);
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}
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}
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}
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}
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//=============================================================================
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//=============================================================================
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@ -5058,6 +5067,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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{
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{
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fixed_t oldfloorz = thing->floorz;
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fixed_t oldfloorz = thing->floorz;
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fixed_t oldz = thing->z;
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P_AdjustFloorCeil (thing, cpos);
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P_AdjustFloorCeil (thing, cpos);
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@ -5072,8 +5082,17 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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return; // do not move bridge things
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return; // do not move bridge things
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}
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}
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intersectors.Clear ();
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intersectors.Clear ();
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fixed_t oldz = thing->z;
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thing->z = thing->floorz;
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thing->z = thing->floorz;
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}
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else
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{
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if((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
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{
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intersectors.Clear ();
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thing->z = thing->z - oldfloorz + thing->floorz;
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}
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else return;
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}
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switch (P_PushUp (thing, cpos))
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switch (P_PushUp (thing, cpos))
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{
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{
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default:
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default:
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@ -5088,7 +5107,6 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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thing->z = oldz;
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thing->z = oldz;
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break;
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break;
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}
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}
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}
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}
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}
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//=============================================================================
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//=============================================================================
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@ -234,6 +234,8 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, DOHARMSPECIES, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -300,6 +300,7 @@ ACTOR PowerDrain : Powerup native
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ACTOR PowerRegeneration : Powerup native
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ACTOR PowerRegeneration : Powerup native
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{
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{
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Powerup.Duration -120
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Powerup.Duration -120
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Powerup.Strength 5
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}
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}
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ACTOR PowerHighJump : Powerup native {}
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ACTOR PowerHighJump : Powerup native {}
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