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- added DavidPH's A_SetMass submission.
SVN r3105 (trunk)
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parent
090922e1c2
commit
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4 changed files with 25 additions and 0 deletions
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@ -2543,6 +2543,7 @@ enum
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APROP_ScaleX = 29,
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APROP_ScaleX = 29,
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APROP_ScaleY = 30,
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APROP_ScaleY = 30,
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APROP_Dormant = 31,
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APROP_Dormant = 31,
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APROP_Mass = 32,
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};
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};
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// These are needed for ACS's APROP_RenderStyle
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// These are needed for ACS's APROP_RenderStyle
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@ -2731,6 +2732,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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actor->scaleY = value;
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actor->scaleY = value;
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break;
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break;
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case APROP_Mass:
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actor->Mass = value;
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break;
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default:
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default:
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// do nothing.
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// do nothing.
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break;
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break;
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@ -2796,6 +2801,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_WaterLevel: return actor->waterlevel;
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case APROP_WaterLevel: return actor->waterlevel;
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case APROP_ScaleX: return actor->scaleX;
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case APROP_ScaleX: return actor->scaleX;
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case APROP_ScaleY: return actor->scaleY;
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case APROP_ScaleY: return actor->scaleY;
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case APROP_Mass: return actor->Mass;
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default: return 0;
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default: return 0;
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}
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}
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@ -2833,6 +2839,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_WaterLevel:
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case APROP_WaterLevel:
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case APROP_ScaleX:
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case APROP_ScaleX:
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case APROP_ScaleY:
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case APROP_ScaleY:
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case APROP_Mass:
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return (GetActorProperty(tid, property) == value);
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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// Boolean values need to compare to a binary version of value
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@ -2037,6 +2037,21 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
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self->scaleY = scaley ? scaley : scalex;
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self->scaleY = scaley ? scaley : scalex;
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}
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}
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//===========================================================================
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//
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// A_SetMass(int mass)
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//
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// Sets the actor's mass.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(mass, 0);
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self->Mass = mass;
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// A_SpawnDebris
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// A_SpawnDebris
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@ -61,6 +61,7 @@ DEFINE_MEMBER_VARIABLE(args, AActor)
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DEFINE_MEMBER_VARIABLE(ceilingz, AActor)
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DEFINE_MEMBER_VARIABLE(ceilingz, AActor)
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DEFINE_MEMBER_VARIABLE(floorz, AActor)
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DEFINE_MEMBER_VARIABLE(floorz, AActor)
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DEFINE_MEMBER_VARIABLE(health, AActor)
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DEFINE_MEMBER_VARIABLE(health, AActor)
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DEFINE_MEMBER_VARIABLE(Mass, AActor)
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DEFINE_MEMBER_VARIABLE(pitch, AActor)
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DEFINE_MEMBER_VARIABLE(pitch, AActor)
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DEFINE_MEMBER_VARIABLE(special, AActor)
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DEFINE_MEMBER_VARIABLE(special, AActor)
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DEFINE_MEMBER_VARIABLE(special1, AActor)
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DEFINE_MEMBER_VARIABLE(special1, AActor)
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@ -32,6 +32,7 @@ ACTOR Actor native //: Thinker
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native fixed_t ceilingz;
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native fixed_t ceilingz;
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native fixed_t floorz;
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native fixed_t floorz;
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native int health;
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native int health;
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native int mass;
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native angle_t pitch;
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native angle_t pitch;
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native int special;
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native int special;
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native int tid;
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native int tid;
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@ -207,6 +208,7 @@ ACTOR Actor native //: Thinker
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action native A_FadeOut(float reduce = 0.1, bool remove = true);
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action native A_FadeOut(float reduce = 0.1, bool remove = true);
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action native A_FadeTo(float target, float amount = 0.1, bool remove = false);
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action native A_FadeTo(float target, float amount = 0.1, bool remove = false);
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action native A_SetScale(float scalex, float scaley = 0);
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action native A_SetScale(float scalex, float scaley = 0);
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action native A_SetMass(int mass);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
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action native A_CheckSight(state label);
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action native A_CheckSight(state label);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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