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- When exiting the level on a damaging floor the player could be in the pain
state and make its pain noise at the start of the next level. - Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD. SVN r348 (trunk)
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5 changed files with 17 additions and 5 deletions
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@ -1,3 +1,8 @@
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October 4, 2006 (Changes by Graf Zahl)
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- When exiting the level on a damaging floor the player could be in the pain
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state and make its pain noise at the start of the next level.
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- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.
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October 2, 2006
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- Fixed: V_BreakLines() failed to produce output for the final line if it was
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only one character long.
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@ -22,6 +22,9 @@
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#define ST_MUCHPAIN 20
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EXTERN_CVAR (Bool, vid_fps)
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class FDoomStatusBar : public FBaseStatusBar
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{
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public:
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@ -655,8 +658,8 @@ private:
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{ // Draw keys (not DM)
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int maxw = 0;
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int count = 0;
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int x = -2;
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int y = 2;
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int x = -2;
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int y = vid_fps? 12 : 2;
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for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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@ -679,7 +682,7 @@ private:
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if (++count == 3)
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{
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count = 0;
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y = 2;
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y = vid_fps? 12 : 2;
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x -= maxw + 2;
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maxw = 0;
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}
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@ -2134,6 +2134,10 @@ void G_FinishTravel ()
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pawndup->Destroy ();
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pawn->LinkToWorld ();
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pawn->AddToHash ();
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if (pawn->InStateSequence(pawn->state, pawn->PainState))
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{
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pawn->SetState(pawn->SeeState);
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}
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for (inv = pawn->Inventory; inv != NULL; inv = inv->Inventory)
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{
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@ -1451,7 +1451,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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actor->target = actor->goal;
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return true;
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}
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// Use last known enemy if no hatee sighted -- killough 2/15/98:
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// Use last known enemy if no players sighted -- killough 2/15/98:
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if (actor->lastenemy != NULL && actor->lastenemy->health > 0)
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{
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if (!actor->IsFriend(actor->lastenemy))
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@ -92,7 +92,7 @@ ACTOR ArtiPork : CustomInventory 30
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States
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{
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Spawn:
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EGGC ABCB 6
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PORK ABCB 6
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Loop
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Use:
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TNT1 A 0 A_FireCustomMissile("PorkFX", -15, 0, 0, 0, 1)
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