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- added APROP_Dormant actor property for ACS (read only!)
- fixed_ When performing a restart menus and intermissions need to be closed first. SVN r3048 (trunk)
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2 changed files with 6 additions and 0 deletions
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@ -2336,6 +2336,9 @@ void D_DoomMain (void)
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S_StopMusic(true);
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S_StopAllChannels ();
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M_ClearMenus(); // close menu if open
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F_EndFinale(); // If an intermission is active, end it now
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// clean up game state
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ST_Clear();
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D_ErrorCleanup ();
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@ -2541,6 +2541,7 @@ enum
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APROP_WaterLevel = 28,
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APROP_ScaleX = 29,
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APROP_ScaleY = 30,
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APROP_Dormant = 31,
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};
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// These are needed for ACS's APROP_RenderStyle
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@ -2769,6 +2770,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
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case APROP_Friendly: return !!(actor->flags & MF_FRIENDLY);
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case APROP_Notarget: return !!(actor->flags3 & MF3_NOTARGET);
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case APROP_Notrigger: return !!(actor->flags6 & MF6_NOTRIGGER);
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case APROP_Dormant: return !!(actor->flags2 & MF2_DORMANT);
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case APROP_SpawnHealth: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
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{
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return static_cast<APlayerPawn *>(actor)->MaxHealth;
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@ -2838,6 +2840,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Friendly:
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case APROP_Notarget:
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case APROP_Notrigger:
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case APROP_Dormant:
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return (GetActorProperty(tid, property) == (!!value));
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// Strings are not covered by GetActorProperty, so make the check here
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