mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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- replaced some uses of FRACUNIT with OPAQUE when it was about translucency. - simplified some overly complicated translucency multiplications in the SBARINFO code.
77 lines
1.6 KiB
C++
77 lines
1.6 KiB
C++
/*
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "thingdef/thingdef.h"
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*/
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// Tome of power ------------------------------------------------------------
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class AArtiTomeOfPower : public APowerupGiver
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{
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DECLARE_CLASS (AArtiTomeOfPower, APowerupGiver)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiTomeOfPower)
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bool AArtiTomeOfPower::Use (bool pickup)
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{
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if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYTOMEOFPOWER))
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{ // Attempt to undo chicken
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if (!P_UndoPlayerMorph (Owner->player, Owner->player, MORPH_UNDOBYTOMEOFPOWER))
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{ // Failed
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if (!(Owner->player->MorphStyle & MORPH_FAILNOTELEFRAG))
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{
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P_DamageMobj (Owner, NULL, NULL, TELEFRAG_DAMAGE, NAME_Telefrag);
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}
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}
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else
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{ // Succeeded
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S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_IDLE);
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}
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return true;
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}
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else
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{
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return Super::Use (pickup);
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}
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}
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// Time bomb ----------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
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{
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PARAM_ACTION_PROLOGUE;
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self->AddZ(32, false);
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self->RenderStyle = STYLE_Add;
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self->Alpha = 1.;
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P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
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P_CheckSplash(self, 128);
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return 0;
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}
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class AArtiTimeBomb : public AInventory
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{
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DECLARE_CLASS (AArtiTimeBomb, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiTimeBomb)
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bool AArtiTimeBomb::Use (bool pickup)
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{
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AActor *mo = Spawn("ActivatedTimeBomb",
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Owner->Vec3Angle(24., Owner->Angles.Yaw, - Owner->Floorclip), ALLOW_REPLACE);
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mo->target = Owner;
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return true;
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}
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