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- Changed: Line_SetIdentification will ignore extended parameters when
used in maps defined Hexen style in MAPINFO. SVN r1042 (trunk)
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parent
e3a6507381
commit
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5 changed files with 15 additions and 3 deletions
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@ -1,4 +1,6 @@
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June 16, 2008 (Changes by Graf Zahl)
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June 16, 2008 (Changes by Graf Zahl)
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- Changed: Line_SetIdentification will ignore extended parameters when
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used in maps defined Hexen style in MAPINFO.
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- Fixed: Ambient sounds didn't pass their point of origin to S_StartSound.
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- Fixed: Ambient sounds didn't pass their point of origin to S_StartSound.
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- Fixed: UseType was not properly set for textures defined in TEXTURES.
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- Fixed: UseType was not properly set for textures defined in TEXTURES.
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- Fixed: You couldn't set an offset for sprites defined in TEXTURES.
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- Fixed: You couldn't set an offset for sprites defined in TEXTURES.
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@ -721,7 +721,8 @@ static void G_DoParseMapInfo (int lump)
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| LEVEL_ACTOWNSPECIAL
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| LEVEL_ACTOWNSPECIAL
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| LEVEL_MISSILESACTIVATEIMPACT
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| LEVEL_MISSILESACTIVATEIMPACT
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| LEVEL_INFINITE_FLIGHT
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| LEVEL_INFINITE_FLIGHT
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| LEVEL_MONSTERFALLINGDAMAGE;
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| LEVEL_MONSTERFALLINGDAMAGE
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| LEVEL_HEXENHACK;
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}
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}
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levelindex = FindWadLevelInfo (sc.String);
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levelindex = FindWadLevelInfo (sc.String);
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if (levelindex == -1)
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if (levelindex == -1)
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@ -120,6 +120,7 @@
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#define LEVEL_CONV_SINGLE_UNFREEZE UCONST64(0x10000000000000)
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#define LEVEL_CONV_SINGLE_UNFREEZE UCONST64(0x10000000000000)
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#define LEVEL_RAILINGHACK UCONST64(0x20000000000000) // but UDMF requires them to be separate to have more control
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#define LEVEL_RAILINGHACK UCONST64(0x20000000000000) // but UDMF requires them to be separate to have more control
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#define LEVEL_DUMMYSWITCHES UCONST64(0x40000000000000)
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#define LEVEL_DUMMYSWITCHES UCONST64(0x40000000000000)
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#define LEVEL_HEXENHACK UCONST64(0x80000000000000) // Level was defined in a Hexen style MAPINFO
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struct acsdefered_s;
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struct acsdefered_s;
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@ -456,6 +456,7 @@ int FMugShot::UpdateState(player_t *player, bool xdeath, bool animated_god_mode)
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}
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}
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full_state_name += player->LastDamageType;
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full_state_name += player->LastDamageType;
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SetState(full_state_name);
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SetState(full_state_name);
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bNormal = true; //Allow the face to return to alive states when the player respawns.
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}
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}
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return 0;
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return 0;
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}
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}
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@ -1559,8 +1559,15 @@ void P_SetLineID (line_t *ld)
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switch (ld->special)
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switch (ld->special)
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{
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{
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case Line_SetIdentification:
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case Line_SetIdentification:
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if (!(level.flags & LEVEL_HEXENHACK))
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{
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ld->id = ld->args[0] + 256 * ld->args[4];
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ld->id = ld->args[0] + 256 * ld->args[4];
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ld->flags |= ld->args[1]<<16;
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ld->flags |= ld->args[1]<<16;
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}
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else
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{
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ld->id = ld->args[0];
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}
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break;
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break;
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case TranslucentLine:
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case TranslucentLine:
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