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- Added a NOTIMEFREEZE flag that excludes actors from being affected by
the time freezer powerup. - Changed: Empty pickup messages are no longer printed. SVN r886 (trunk)
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parent
c5333d4abb
commit
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6 changed files with 21 additions and 11 deletions
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@ -1,3 +1,8 @@
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April 6, 2008 (Changes by Graf Zahl)
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- Added a NOTIMEFREEZE flag that excludes actors from being affected by
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the time freezer powerup.
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- Changed: Empty pickup messages are no longer printed.
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April 5, 2008 (Changes by Graf Zahl)
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April 5, 2008 (Changes by Graf Zahl)
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- Changed secret sector drawing in automap so that lines with the ML_SECRET
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- Changed secret sector drawing in automap so that lines with the ML_SECRET
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flag are only drawn as part of a secret sector if that secret has already
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flag are only drawn as part of a secret sector if that secret has already
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@ -299,6 +299,7 @@ enum
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor
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MF5_DONTRIP = 0x00080000, // Ripping projectiles explode when hittin this actor
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MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
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MF5_NOINFIGHTING = 0x00100000, // This actor doesn't switch target when it's hurt
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MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
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MF5_NOINTERACTION = 0x00200000, // Thing is completely excluded from any gameplay related checks
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MF5_NOTIMEFREEZE = 0x00400000, // Actor is not affected by time freezer
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -884,7 +884,7 @@ static void PrintPickupMessage (const char *str)
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{
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{
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str=GStrings(str+1);
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str=GStrings(str+1);
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}
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}
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Printf (PRINT_LOW, "%s\n", str);
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if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str);
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}
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}
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}
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}
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@ -1162,10 +1162,10 @@ void P_ConversationCommand (int player, BYTE **stream)
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break;
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break;
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case CONV_SETNULL:
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case CONV_SETNULL:
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players[player].ConversationFaceTalker = NULL;
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players[player].ConversationFaceTalker = false;
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players[player].ConversationNPC = NULL;
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players[player].ConversationNPC = NULL;
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players[player].ConversationPC = NULL;
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players[player].ConversationPC = NULL;
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players[player].ConversationNPCAngle = NULL;
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players[player].ConversationNPCAngle = 0;
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break;
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break;
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default:
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default:
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@ -2573,16 +2573,19 @@ void AActor::Tick ()
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return;
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return;
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}
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}
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//Added by MC: Freeze mode.
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if (!(flags5 & MF5_NOTIMEFREEZE))
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if (bglobal.freeze && !(player && !player->isbot))
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{
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{
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return;
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//Added by MC: Freeze mode.
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}
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if (bglobal.freeze && !(player && !player->isbot))
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{
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return;
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}
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// Apply freeze mode.
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// Apply freeze mode.
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if (( level.flags & LEVEL_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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if (( level.flags & LEVEL_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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{
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{
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return;
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return;
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}
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}
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}
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if (cl_rockettrails & 2)
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if (cl_rockettrails & 2)
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@ -236,6 +236,7 @@ static flagdef ActorFlags[]=
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DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
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DEFINE_FLAG(MF5, DONTRIP, AActor, flags5),
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DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
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DEFINE_FLAG(MF5, NOINFIGHTING, AActor, flags5),
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DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
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DEFINE_FLAG(MF5, NOINTERACTION, AActor, flags5),
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DEFINE_FLAG(MF5, NOTIMEFREEZE, AActor, flags5),
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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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