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- Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different
players, or overlapping uses of PowerTimeFreezer will malfunction. SVN r3599 (trunk)
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5 changed files with 51 additions and 36 deletions
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@ -192,7 +192,6 @@ typedef enum
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
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CF_WEAPONREADY = 1 << 14, // [RH] Weapon is in the ready state and can fire its primary attack
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CF_TIMEFREEZE = 1 << 15, // Player has an active time freezer
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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CF_REGENERATION = 1 << 17, // Player owns a regeneration artifact
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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@ -307,6 +306,7 @@ public:
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AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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AWeapon *PendingWeapon; // WP_NOCHANGE if not changing
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int cheats; // bit flags
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int cheats; // bit flags
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int timefreezer; // Player has an active time freezer
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short refire; // refired shots are less accurate
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short refire; // refired shots are less accurate
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short inconsistant;
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short inconsistant;
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int killcount, itemcount, secretcount; // for intermission
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int killcount, itemcount, secretcount; // for intermission
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@ -1356,28 +1356,29 @@ IMPLEMENT_CLASS( APowerTimeFreezer)
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//
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//
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//===========================================================================
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//===========================================================================
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void APowerTimeFreezer::InitEffect( )
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void APowerTimeFreezer::InitEffect()
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{
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{
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int ulIdx;
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int freezemask;
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Super::InitEffect();
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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if (Owner == NULL || Owner->player == NULL)
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return;
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return;
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// When this powerup is in effect, pause the music.
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// When this powerup is in effect, pause the music.
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S_PauseSound( false, false );
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S_PauseSound(false, false);
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// Give the player and his teammates the power to move when time is frozen.
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// Give the player and his teammates the power to move when time is frozen.
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Owner->player->cheats |= CF_TIMEFREEZE;
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freezemask = 1 << (Owner->player - players);
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for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
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Owner->player->timefreezer |= freezemask;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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{
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if ( playeringame[ulIdx] &&
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if (playeringame[i] &&
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players[ulIdx].mo != NULL &&
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players[i].mo != NULL &&
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players[ulIdx].mo->IsTeammate( Owner )
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players[i].mo->IsTeammate(Owner)
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)
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)
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{
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{
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players[ulIdx].cheats |= CF_TIMEFREEZE;
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players[i].timefreezer |= freezemask;
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}
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}
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}
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}
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@ -1405,7 +1406,7 @@ void APowerTimeFreezer::InitEffect( )
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//
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//
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//===========================================================================
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//===========================================================================
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void APowerTimeFreezer::DoEffect( )
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void APowerTimeFreezer::DoEffect()
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{
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{
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Super::DoEffect();
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Super::DoEffect();
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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@ -1433,41 +1434,45 @@ void APowerTimeFreezer::DoEffect( )
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//
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//
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//===========================================================================
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//===========================================================================
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void APowerTimeFreezer::EndEffect( )
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void APowerTimeFreezer::EndEffect()
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{
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{
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int ulIdx;
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int i;
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Super::EndEffect();
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Super::EndEffect();
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// Allow other actors to move about freely once again.
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// If there is an owner, remove the timefreeze flag corresponding to
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level.flags2 &= ~LEVEL2_FROZEN;
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// her from all players.
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if (Owner != NULL && Owner->player != NULL)
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// Also, turn the music back on.
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S_ResumeSound( false );
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// Nothing more to do if there's no owner.
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if (( Owner == NULL ) || ( Owner->player == NULL ))
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{
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{
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return;
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int freezemask = ~(1 << (Owner->player - players));
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].timefreezer &= freezemask;
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}
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}
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}
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// Take away the time freeze power, and his teammates.
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// Are there any players who still have timefreezer bits set?
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Owner->player->cheats &= ~CF_TIMEFREEZE;
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for (i = 0; i < MAXPLAYERS; ++i)
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for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
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{
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{
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if ( playeringame[ulIdx] &&
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if (playeringame[i] && players[i].timefreezer != 0)
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players[ulIdx].mo != NULL &&
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players[ulIdx].mo->IsTeammate( Owner )
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)
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{
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{
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players[ulIdx].cheats &= ~CF_TIMEFREEZE;
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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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if (i == MAXPLAYERS)
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{
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// No, so allow other actors to move about freely once again.
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level.flags2 &= ~LEVEL2_FROZEN;
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// Also, turn the music back on.
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S_ResumeSound(false);
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}
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}
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}
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// Damage powerup ------------------------------------------------------
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// Damage powerup ------------------------------------------------------
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IMPLEMENT_CLASS( APowerDamage)
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IMPLEMENT_CLASS(APowerDamage)
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//===========================================================================
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//===========================================================================
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//
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//
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@ -2905,7 +2905,7 @@ void AActor::Tick ()
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}
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}
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// Apply freeze mode.
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// Apply freeze mode.
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if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
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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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@ -101,7 +101,7 @@ void P_Ticker (void)
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// off the music.
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// off the music.
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for (i = 0; i < MAXPLAYERS; i++ )
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for (i = 0; i < MAXPLAYERS; i++ )
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{
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{
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if (playeringame[i] && players[i].cheats & CF_TIMEFREEZE)
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if (playeringame[i] && players[i].timefreezer != 0)
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break;
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break;
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}
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}
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@ -247,6 +247,7 @@ player_t::player_t()
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ReadyWeapon(0),
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ReadyWeapon(0),
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PendingWeapon(0),
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PendingWeapon(0),
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cheats(0),
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cheats(0),
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timefreezer(0),
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refire(0),
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refire(0),
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inconsistant(0),
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inconsistant(0),
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killcount(0),
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killcount(0),
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@ -674,7 +675,7 @@ bool APlayerPawn::UseInventory (AInventory *item)
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{ // You can't use items if you're totally frozen
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{ // You can't use items if you're totally frozen
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return false;
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return false;
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}
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}
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if (( level.flags2 & LEVEL2_FROZEN ) && ( player == NULL || !( player->cheats & CF_TIMEFREEZE )))
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if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
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{
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{
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// Time frozen
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// Time frozen
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return false;
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return false;
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@ -2685,6 +2686,15 @@ void player_t::Serialize (FArchive &arc)
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poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
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poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
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}
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}
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if (SaveVersion >= 3599)
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{
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arc << timefreezer;
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}
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else
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{
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cheats &= ~(1 << 15); // make sure old CF_TIMEFREEZE bit is cleared
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}
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if (isbot)
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if (isbot)
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{
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{
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arc << angle
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arc << angle
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@ -2775,5 +2785,5 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
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return
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return
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gamestate == GS_TITLELEVEL ||
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gamestate == GS_TITLELEVEL ||
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player->cheats & CF_TOTALLYFROZEN ||
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player->cheats & CF_TOTALLYFROZEN ||
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((level.flags2 & LEVEL2_FROZEN) && !(player->cheats & CF_TIMEFREEZE));
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((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
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}
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}
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