mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 16:51:31 +00:00
- scriptified a_thingstoblowup.cpp.
- changed the power crystal floor movement to use DFloor instead of an incomplete in-place hack to ensure that everything is processed properly.
This commit is contained in:
parent
dd5494d848
commit
caef5344b0
9 changed files with 194 additions and 174 deletions
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@ -863,7 +863,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_hexen/a_spike.cpp
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g_strife/a_strifeitems.cpp
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g_strife/a_strifeweapons.cpp
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g_strife/a_thingstoblowup.cpp
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g_shared/sbarinfo_commands.cpp
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xlat/xlat_parser.y
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xlat_parser.c
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@ -26,7 +26,6 @@
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// Include all the other Strife stuff here to reduce compile time
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#include "a_strifeitems.cpp"
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#include "a_strifeweapons.cpp"
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#include "a_thingstoblowup.cpp"
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// Notes so I don't forget them:
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// Strife does some extra stuff in A_Explode if a player caused the explosion. (probably NoiseAlert)
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@ -67,47 +66,6 @@ int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int
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return health;
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}
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// Kneeling Guy -------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_SetShadow)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags |= MF_STRIFEx8000000|MF_SHADOW;
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self->RenderStyle = STYLE_Translucent;
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self->Alpha = HR_SHADOW;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_ClearShadow)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags &= ~(MF_STRIFEx8000000|MF_SHADOW);
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self->RenderStyle = STYLE_Normal;
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self->Alpha = 1.;
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return 0;
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}
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static FRandom pr_gethurt ("HurtMe!");
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DEFINE_ACTION_FUNCTION(AActor, A_GetHurt)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags4 |= MF4_INCOMBAT;
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if ((pr_gethurt() % 5) == 0)
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{
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S_Sound (self, CHAN_VOICE, self->PainSound, 1, ATTN_NORM);
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self->health--;
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}
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if (self->health <= 0)
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{
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self->CallDie (self->target, self->target);
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}
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return 0;
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}
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// Klaxon Warning Light -----------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_TurretLook)
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@ -1,121 +0,0 @@
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/*
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#include "actor.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "c_console.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "gstrings.h"
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#include "vm.h"
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#include "vm.h"
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#include "doomstat.h"
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*/
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static FRandom pr_bang4cloud ("Bang4Cloud");
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static FRandom pr_lightout ("LightOut");
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DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
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{
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PARAM_SELF_PROLOGUE(AActor);
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double xo = (pr_bang4cloud.Random2() & 3) * (10. / 64);
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double yo = (pr_bang4cloud.Random2() & 3) * (10. / 64);
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Spawn("Bang4Cloud", self->Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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return 0;
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}
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// -------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_GiveQuestItem)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(questitem);
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// Give one of these quest items to every player in the game
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if (questitem >= 0 && questitem < (int)countof(QuestItemClasses))
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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AInventory *item = static_cast<AInventory *>(Spawn (QuestItemClasses[questitem - 1]));
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if (!item->CallTryPickup (players[i].mo))
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{
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item->Destroy ();
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}
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}
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}
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}
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char messageid[64];
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mysnprintf(messageid, countof(messageid), "TXT_QUEST_%d", questitem);
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const char * name = GStrings[messageid];
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if (name != NULL)
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{
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C_MidPrint (SmallFont, name);
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}
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return 0;
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}
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// PowerCrystal -------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->target != NULL && self->target->player != NULL)
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{
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self->target->player->extralight = 0;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
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{
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PARAM_SELF_PROLOGUE(AActor);
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P_RadiusAttack (self, self->target, 512, 512, NAME_None, RADF_HURTSOURCE);
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if (self->target != NULL && self->target->player != NULL)
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{
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self->target->player->extralight = 5;
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}
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P_CheckSplash(self, 512);
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// Strife didn't do this next part, but it looks good
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self->RenderStyle = STYLE_Add;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *foo;
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sector_t *sec = self->Sector;
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vertex_t *spot;
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double newheight;
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sec->SetLightLevel(0);
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double oldtheight = sec->floorplane.fD();
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newheight = sec->FindLowestFloorSurrounding(&spot);
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sec->floorplane.setD(sec->floorplane.PointToDist (spot, newheight));
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double newtheight = sec->floorplane.fD();
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sec->ChangePlaneTexZ(sector_t::floor, newtheight - oldtheight);
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sec->CheckPortalPlane(sector_t::floor);
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for (int i = 0; i < 8; ++i)
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{
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foo = Spawn("Rubble1", self->Pos(), ALLOW_REPLACE);
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if (foo != NULL)
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{
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int t = pr_lightout() & 15;
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foo->Vel.X = t - (pr_lightout() & 7);
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foo->Vel.Y = pr_lightout.Random2() & 7;
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foo->Vel.Z = 7 + (pr_lightout() & 3);
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}
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}
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return 0;
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}
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@ -492,6 +492,21 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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return true;
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}
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DEFINE_ACTION_FUNCTION(DFloor, CreateFloor)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(sec, sector_t);
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PARAM_INT(floortype);
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PARAM_POINTER(ln, line_t);
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PARAM_FLOAT(speed);
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PARAM_FLOAT_DEF(height);
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PARAM_INT_DEF(crush);
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PARAM_INT_DEF(change);
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PARAM_BOOL_DEF(hereticlower);
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PARAM_BOOL_DEF(hexencrush);
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ACTION_RETURN_BOOL(P_CreateFloor(sec, (DFloor::EFloor)floortype, ln, speed, height, crush, change, hexencrush, hereticlower));
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}
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//==========================================================================
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//
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// HANDLE FLOOR TYPES
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@ -9512,7 +9512,8 @@ int BuiltinNameToClass(VMFrameStack *stack, VMValue *param, TArray<VMValue> &def
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if (!cls->IsDescendantOf(desttype))
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{
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Printf("class '%s' is not compatible with '%s'\n", clsname.GetChars(), desttype->TypeName.GetChars());
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// Let the caller check this. The message can be enabled for diagnostic purposes.
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DPrintf(DMSG_SPAMMY, "class '%s' is not compatible with '%s'\n", clsname.GetChars(), desttype->TypeName.GetChars());
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cls = nullptr;
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}
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ret->SetPointer(const_cast<PClass *>(cls), ATAG_OBJECT);
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@ -619,9 +619,6 @@ class Actor : Thinker native
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native void A_Wander(int flags = 0);
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native void A_Look2();
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native void A_TossGib();
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native void A_SetShadow();
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native void A_ClearShadow();
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native void A_GetHurt();
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native void A_TurretLook();
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native void A_KlaxonBlare();
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native void A_Countdown();
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@ -701,9 +698,7 @@ class Actor : Thinker native
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native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
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native void A_ClassBossHealth();
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native void A_RocketInFlight();
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native void A_Bang4Cloud();
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native void A_DropFire();
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native void A_GiveQuestItem(int itemno);
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native void A_RemoveForcefield();
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native void A_SetAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
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@ -212,6 +212,28 @@ struct Sector native
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native uint16 ZoneNumber;
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native uint16 MoreFlags;
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enum ESectorFlags
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{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
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SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
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SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
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}
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native uint Flags;
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native SectorAction SecActTarget;
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{
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native void Replace(String pattern, String replacement);
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}
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class Floor : Thinker native
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{
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// only here so that some constants and functions can be added. Not directly usable yet.
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enum EFloor
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{
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floorLowerToLowest,
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floorLowerToNearest,
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floorLowerToHighest,
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floorLowerByValue,
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floorRaiseByValue,
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floorRaiseToHighest,
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floorRaiseToNearest,
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floorRaiseAndCrush,
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floorRaiseAndCrushDoom,
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floorCrushStop,
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floorLowerInstant,
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floorRaiseInstant,
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floorMoveToValue,
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floorRaiseToLowestCeiling,
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floorRaiseByTexture,
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floorLowerAndChange,
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floorRaiseAndChange,
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floorRaiseToLowest,
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floorRaiseToCeiling,
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floorLowerToLowestCeiling,
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floorLowerByTexture,
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floorLowerToCeiling,
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donutRaise,
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buildStair,
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waitStair,
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resetStair,
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// Not to be used as parameters to EV_DoFloor()
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genFloorChg0,
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genFloorChgT,
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genFloorChg
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};
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native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool hexencrush = false, bool hereticlower = false);
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}
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@ -73,4 +73,31 @@ extend class Actor
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LineAttack (Angle + Random2[ShootGun]() * (11.25 / 256), MISSILERANGE, pitch, 3*(random[ShootGun]() % 5 + 1), 'Hitscan', "StrifePuff");
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}
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// Kneeling Guy -------------------------------------------------------------
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void A_SetShadow()
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{
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bShadow = true;
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A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
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}
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void A_ClearShadow()
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{
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bShadow = false;
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A_SetRenderStyle(1, STYLE_Normal);
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}
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void A_GetHurt()
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{
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bInCombat = true;
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if ((random[HurtMe]() % 5) == 0)
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{
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A_PlaySound (PainSound, CHAN_VOICE);
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health--;
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}
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if (health <= 0)
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{
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Die (target, target);
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}
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}
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}
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@ -1,4 +1,42 @@
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extend class Actor
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{
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void A_Bang4Cloud()
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{
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double xo = (random[Bang4Cloud]() & 3) * (10. / 64);
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double yo = (random[Bang4Cloud]() & 3) * (10. / 64);
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Spawn("Bang4Cloud", Vec3Offset(xo, yo, 0.), ALLOW_REPLACE);
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}
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void A_GiveQuestItem(int questitem)
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{
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// Give one of these quest items to every player in the game
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if (questitem >= 0)
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{
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String itemname = "QuestItem" .. questitem;
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class<Inventory> item = itemname;
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if (item != null)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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players[i].mo.GiveInventoryType(item);
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}
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}
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}
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}
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String msgid = "TXT_QUEST_" .. questitem;
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String msg = StringTable.Localize(msgid);
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if (msg != msgid) // if both are identical there was no message of this name in the stringtable.
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{
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C_MidPrint ("SmallFont", msg);
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}
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}
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}
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// A Cloud used for varius explosions ---------------------------------------
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// This actor has no direct equivalent in strife. To create this, Strife
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@ -121,10 +159,6 @@ class PowerCrystal : Actor
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ActiveSound "misc/reactor";
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}
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native void A_ExtraLightOff ();
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native void A_Explode512 ();
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native void A_LightGoesOut ();
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States
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{
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Spawn:
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@ -150,4 +184,48 @@ class PowerCrystal : Actor
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BOOM VWXY 3 Bright;
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Stop;
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}
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// PowerCrystal -------------------------------------------------------------------
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void A_ExtraLightOff()
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{
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if (target != NULL && target.player != NULL)
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{
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target.player.extralight = 0;
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}
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}
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void A_Explode512()
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{
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A_Explode(512, 512);
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if (target != NULL && target.player != NULL)
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{
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target.player.extralight = 5;
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}
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A_SetRenderStyle(1, STYLE_Add);
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}
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void A_LightGoesOut()
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{
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sector sec = CurSector;
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sec.Flags |= Sector.SECF_SILENTMOVE;
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sec.lightlevel = 0;
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// Do this right with proper checks instead of just hacking the floor height.
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Floor.CreateFloor(sec, Floor.floorLowerToLowest, null, 65536.);
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for (int i = 0; i < 8; ++i)
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{
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Actor foo = Spawn("Rubble1", Pos, ALLOW_REPLACE);
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if (foo != NULL)
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{
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int t = random[LightOut]() & 15;
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foo.Vel.X = t - (random[LightOut]() & 7);
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foo.Vel.Y = random2[LightOut]() & 7;
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foo.Vel.Z = 7 + (random[LightOut]() & 3);
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}
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}
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}
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}
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