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- Added MORPH_UNDOALWAYS for morph powerups.
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4 changed files with 4 additions and 1 deletions
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@ -1922,7 +1922,7 @@ void APowerMorph::EndEffect( )
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if (!bNoCallUndoMorph)
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{
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int savedMorphTics = Player->morphTics;
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P_UndoPlayerMorph (Player, Player);
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P_UndoPlayerMorph (Player, Player, 0, !!(Player->MorphStyle & MORPH_UNDOALWAYS));
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// Abort if unmorph failed; in that case,
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// set the usual retry timer and return.
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@ -24,6 +24,7 @@ enum
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MORPH_UNDOBYDEATHFORCED = 0x00000400, // Actor (if unmorphed when killed) forces unmorph (not very useful with UNDOBYDEATHSAVES)
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MORPH_UNDOBYDEATHSAVES = 0x00000800, // Actor (if unmorphed when killed) regains their health and doesn't die
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MORPH_UNDOBYTIMEOUT = 0x00001000, // Player unmorphs once countdown expires
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MORPH_UNDOALWAYS = 0x00002000, // Powerups must always unmorph, no matter what.
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MORPH_STANDARDUNDOING = MORPH_UNDOBYTOMEOFPOWER | MORPH_UNDOBYCHAOSDEVICE | MORPH_UNDOBYTIMEOUT,
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};
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@ -526,6 +526,7 @@ static int ParseMorphStyle (FScanner &sc)
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{ "MRF_UNDOBYDEATH", MORPH_UNDOBYDEATH},
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{ "MRF_UNDOBYDEATHFORCED", MORPH_UNDOBYDEATHFORCED},
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{ "MRF_UNDOBYDEATHSAVES", MORPH_UNDOBYDEATHSAVES},
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{ "MRF_UNDOALWAYS", MORPH_UNDOALWAYS },
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{ NULL, 0 }
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};
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@ -140,6 +140,7 @@ const int MRF_NEWTIDBEHAVIOUR = 256;
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const int MRF_UNDOBYDEATH = 512;
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const int MRF_UNDOBYDEATHFORCED = 1024;
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const int MRF_UNDOBYDEATHSAVES = 2048;
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const int MRF_UNDOALWAYS = 4096;
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// Flags for A_RailAttack and A_CustomRailgun
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const int RGF_SILENT = 1;
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