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https://github.com/ZDoom/qzdoom-gpl.git
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Merge branch 'zmaster'
This commit is contained in:
commit
ea6c498470
12 changed files with 134 additions and 33 deletions
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@ -203,7 +203,11 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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waterzone = <bool>; // Sector is under water and swimmable
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moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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damageamount = <int>; // Amount of damage inflicted by this sector, default = 0
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damagetype = <string>; // Damage type for sector damage, Default = "None". (generic damage)
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damageinterval = <int>; // Interval in tics between damage application, default = 32.
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leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
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* Note about dropactors
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@ -377,6 +381,10 @@ Changed language describing the DIALOGUE lump to mention USDF as an option.
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1.25 19.04.2015
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Added 'moreids' for linedefs and sectors.
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1.26 05.01.2016
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added clarification about character encoding
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added sector damage properties.
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===============================================================================
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EOF
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===============================================================================
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@ -357,7 +357,7 @@ bool FCajunMaster::IsDangerous (sector_t *sec)
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int special;
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return
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sec->damage
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sec->damageamount
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|| sec->special & DAMAGE_MASK
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|| (special = sec->special & 0xff, special == dLight_Strobe_Hurt)
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|| special == dDamage_Hellslime
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@ -367,6 +367,7 @@ bool FCajunMaster::IsDangerous (sector_t *sec)
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|| special == dDamage_LavaWimpy
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|| special == dDamage_LavaHefty
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|| special == dScroll_EastLavaDamage
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|| special == hDamage_Sludge
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|| special == sLight_Strobe_Hurt
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|| special == Damage_InstantDeath
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|| special == sDamage_SuperHellslime;
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@ -506,6 +506,10 @@ xx(floorplane_a)
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xx(floorplane_b)
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xx(floorplane_c)
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xx(floorplane_d)
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xx(damageamount)
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xx(damagetype)
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xx(damageinterval)
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xx(leakiness)
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// USDF keywords
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xx(Amount)
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@ -345,7 +345,7 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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}
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// Apply sector specials
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if (rover->model->special || rover->model->damage)
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if (rover->model->special || rover->model->damageamount)
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P_PlayerInSpecialSector(player, rover->model);
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// Apply flat specials (using the ceiling!)
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@ -4458,6 +4458,7 @@ enum EACSFunctions
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ACSF_QuakeEx,
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ACSF_Warp, // 92
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ACSF_GetMaxInventory,
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ACSF_SetSectorDamage,
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -5950,6 +5951,23 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
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break;
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case ACSF_SetSectorDamage:
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if (argCount >= 2)
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{
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FSectorTagIterator it(args[0]);
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int s;
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while ((s = it.Next()) >= 0)
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{
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sector_t *sec = §ors[s];
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sec->damageamount = args[1];
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sec->damagetype = argCount >= 3 ? FName(FBehavior::StaticLookupString(args[2])) : FName(NAME_None);
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sec->damageinterval = argCount >= 4 ? clamp(args[3], 1, INT_MAX) : 32;
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sec->leakydamage = argCount >= 5 ? args[4] : 0;
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}
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}
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break;
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default:
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break;
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}
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@ -2246,7 +2246,7 @@ FUNC(LS_PointPush_SetForce)
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}
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FUNC(LS_Sector_SetDamage)
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// Sector_SetDamage (tag, amount, mod)
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// Sector_SetDamage (tag, amount, mod, interval, leaky)
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{
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// The sector still stores the mod in its old format because
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// adding an FName to the sector_t structure might cause
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@ -2257,8 +2257,28 @@ FUNC(LS_Sector_SetDamage)
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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sectors[secnum].damage = arg1;
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sectors[secnum].mod = arg2;
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if (arg3 <= 0) // emulate old and hacky method to handle leakiness.
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{
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if (arg1 < 20)
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{
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arg4 = 0;
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arg3 = 32;
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}
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else if (arg1 < 50)
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{
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arg4 = 5;
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arg3 = 32;
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}
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else
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{
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arg4 = 256;
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arg3 = 1;
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}
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}
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sectors[secnum].damageamount = (short)arg1;
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sectors[secnum].damagetype = MODtoDamageType(arg2);
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sectors[secnum].damageinterval = (short)arg3;
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sectors[secnum].leakydamage = (short)arg4;
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}
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return true;
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}
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@ -354,7 +354,7 @@ void P_SerializeWorld (FArchive &arc)
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short tag;
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arc << tag;
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}
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arc << sec->soundtraversed
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arc << sec->soundtraversed
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<< sec->seqType
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<< sec->friction
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<< sec->movefactor
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@ -369,9 +369,36 @@ void P_SerializeWorld (FArchive &arc)
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<< sec->heightsec
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<< sec->bottommap << sec->midmap << sec->topmap
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<< sec->gravity
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<< sec->damage
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<< sec->mod
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<< sec->SoundTarget
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<< sec->damageamount;
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if (SaveVersion >= 4528)
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{
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arc << sec->damageinterval
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<< sec->leakydamage
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<< sec->damagetype;
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}
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else
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{
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short damagemod;
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arc << damagemod;
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sec->damagetype = MODtoDamageType(damagemod);
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if (sec->damageamount < 20)
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{
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sec->leakydamage = 0;
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sec->damageinterval = 32;
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}
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else if (sec->damageamount < 50)
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{
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sec->leakydamage = 5;
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sec->damageinterval = 32;
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}
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else
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{
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sec->leakydamage = 256;
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sec->damageinterval = 1;
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}
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}
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arc << sec->SoundTarget
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<< sec->SecActTarget
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<< sec->sky
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<< sec->MoreFlags
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@ -566,24 +566,11 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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}
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// [RH] Apply any customizable damage
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if (sector->damage)
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if (sector->damageamount != 0)
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{
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if (sector->damage < 20)
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if (level.time % sector->damageinterval == 0 && (ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
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{
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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else if (sector->damage < 50)
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{
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if ((ironfeet == NULL || (pr_playerinspecialsector()<5))
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&& !(level.time&0x1f))
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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}
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else
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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}
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}
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@ -1450,8 +1437,24 @@ void P_SpawnSpecials (void)
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FSectorTagIterator itr(lines[i].args[0]);
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while ((s = itr.Next()) >= 0)
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{
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sectors[s].damage = damage;
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sectors[s].mod = 0;//MOD_UNKNOWN;
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sector_t *sec = §ors[s];
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sec->damageamount = damage;
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sec->damagetype = NAME_None;
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if (sec->damageamount < 20)
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{
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sec->leakydamage = 0;
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sec->damageinterval = 32;
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}
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else if (sec->damageamount < 50)
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{
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sec->leakydamage = 5;
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sec->damageinterval = 32;
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}
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else
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{
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sec->leakydamage = 256;
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sec->damageinterval = 1;
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}
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}
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}
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break;
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@ -1299,6 +1299,7 @@ public:
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sec->prevsec = -1; // stair retriggering until build completes
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sec->heightsec = NULL; // sector used to get floor and ceiling height
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sec->sectornum = index;
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sec->damageinterval = 32;
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if (floordrop) sec->Flags = SECF_FLOORDROP;
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// killough 3/7/98: end changes
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@ -1524,6 +1525,23 @@ public:
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cp[3] = CheckFloat(key);
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break;
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case NAME_damageamount:
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sec->damageamount = CheckInt(key);
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break;
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case NAME_damagetype:
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sec->damagetype = CheckString(key);
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break;
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case NAME_damageinterval:
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sec->damageinterval = CheckInt(key);
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if (sec->damageinterval < 1) sec->damageinterval = 1;
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break;
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case NAME_leakiness:
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sec->leakydamage = CheckInt(key);
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break;
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case NAME_MoreIds:
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// delay parsing of the tag string until parsing of the sector is complete
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// This ensures that the ID is always the first tag in the list.
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@ -2538,7 +2538,7 @@ void P_PlayerThink (player_t *player)
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if (!(player->cheats & CF_PREDICTING))
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{
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P_PlayerOnSpecial3DFloor (player);
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if (player->mo->Sector->special || player->mo->Sector->damage)
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if (player->mo->Sector->special || player->mo->Sector->damageamount != 0)
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{
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P_PlayerInSpecialSector (player);
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}
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@ -762,9 +762,11 @@ struct sector_t
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// thinglist is a subset of touching_thinglist
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struct msecnode_t *touching_thinglist; // phares 3/14/98
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float gravity; // [RH] Sector gravity (1.0 is normal)
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short damage; // [RH] Damage to do while standing on floor
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short mod; // [RH] Means-of-death for applied damage
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float gravity; // [RH] Sector gravity (1.0 is normal)
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FNameNoInit damagetype; // [RH] Means-of-death for applied damage
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short damageamount; // [RH] Damage to do while standing on floor
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short damageinterval; // Interval for damage application
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short leakydamage; // chance of leaking through radiation suit
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WORD ZoneNumber; // [RH] Zone this sector belongs to
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WORD MoreFlags; // [RH] Internal sector flags
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4527
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#define SAVEVER 4528
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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