Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean

This commit is contained in:
alexey.lysiuk 2014-11-15 13:35:29 +02:00
commit 06764c6aae
14 changed files with 94 additions and 51 deletions

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@ -1,6 +1,7 @@
cmake_minimum_required( VERSION 2.4 ) cmake_minimum_required( VERSION 2.4 )
add_library( output_sdl MODULE output_sdl.c ) add_library( output_sdl MODULE output_sdl.c )
include_directories( ${FMOD_INCLUDE_DIR} ${SDL_INCLUDE_DIR} ) include_directories( ${FMOD_INCLUDE_DIR} ${SDL_INCLUDE_DIR} )
target_link_libraries( output_sdl SDL )
FILE( WRITE ${CMAKE_CURRENT_BINARY_DIR}/link-make "if [ ! -e ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so ]; then ln -sf output_sdl/liboutput_sdl.so ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so; fi" ) FILE( WRITE ${CMAKE_CURRENT_BINARY_DIR}/link-make "if [ ! -e ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so ]; then ln -sf output_sdl/liboutput_sdl.so ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so; fi" )
add_custom_command( TARGET output_sdl POST_BUILD add_custom_command( TARGET output_sdl POST_BUILD

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@ -346,6 +346,7 @@ enum
MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode. MF7_FOILBUDDHA = 0x00000080, // Similar to FOILINVUL, foils buddha mode.
MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag. MF7_DONTTHRUST = 0x00000100, // Thrusting functions do not take, and do not give thrust (damage) to actors with this flag.
MF7_ALLOWPAIN = 0x00000200, // Invulnerable or immune (via damagefactors) actors can still react to taking damage even if they don't. MF7_ALLOWPAIN = 0x00000200, // Invulnerable or immune (via damagefactors) actors can still react to taking damage even if they don't.
MF7_CAUSEPAIN = 0x00000400, // Damage sources with this flag can cause similar effects like ALLOWPAIN.
// --- mobj.renderflags --- // --- mobj.renderflags ---

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@ -82,6 +82,7 @@ enum
CP_SETWALLYSCALE, CP_SETWALLYSCALE,
CP_SETTHINGZ, CP_SETTHINGZ,
CP_SETTAG, CP_SETTAG,
CP_SETTHINGFLAGS,
}; };
// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
@ -318,6 +319,15 @@ void ParseCompatibility()
sc.MustGetNumber(); sc.MustGetNumber();
CompatParams.Push(sc.Number); CompatParams.Push(sc.Number);
} }
else if (sc.Compare("setthingflags"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETTHINGFLAGS);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else else
{ {
sc.UnGet(); sc.UnGet();
@ -540,6 +550,15 @@ void SetCompatibilityParams()
i += 3; i += 3;
break; break;
} }
case CP_SETTHINGFLAGS:
{
if ((unsigned)CompatParams[i + 1] < MapThingsConverted.Size())
{
MapThingsConverted[CompatParams[i + 1]].flags = CompatParams[i + 2];
}
i += 3;
break;
}
} }
} }
} }

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@ -833,15 +833,23 @@ void D_Display ()
} }
} }
// draw pause pic // draw pause pic
if (paused && menuactive == MENU_Off) if ((paused || pauseext) && menuactive == MENU_Off)
{ {
FTexture *tex; FTexture *tex;
int x; int x;
FString pstring = "By ";
tex = TexMan(gameinfo.PauseSign); tex = TexMan(gameinfo.PauseSign);
x = (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac)/2 + x = (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac)/2 +
tex->GetScaledLeftOffset() * CleanXfac; tex->GetScaledLeftOffset() * CleanXfac;
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE); screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
if (paused && multiplayer)
{
pstring += players[paused - 1].userinfo.GetName();
screen->DrawText(SmallFont, CR_RED,
(screen->GetWidth() - SmallFont->StringWidth(pstring)*CleanXfac) / 2,
(tex->GetScaledHeight() * CleanYfac) + 4, pstring, DTA_CleanNoMove, true, TAG_DONE);
}
} }
// [RH] Draw icon, if any // [RH] Draw icon, if any

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@ -939,7 +939,7 @@ void NetUpdate (void)
newtics = nowtime - gametime; newtics = nowtime - gametime;
gametime = nowtime; gametime = nowtime;
if (newtics <= 0) // nothing new to update if (newtics <= 0 || pauseext) // nothing new to update or window paused
{ {
GetPackets (); GetPackets ();
return; return;

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@ -109,6 +109,7 @@ enum EMenuState
extern bool automapactive; // In AutoMap mode? extern bool automapactive; // In AutoMap mode?
extern EMenuState menuactive; // Menu overlayed? extern EMenuState menuactive; // Menu overlayed?
extern int paused; // Game Pause? extern int paused; // Game Pause?
extern bool pauseext;
extern bool viewactive; extern bool viewactive;

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@ -141,6 +141,7 @@ gameaction_t gameaction;
gamestate_t gamestate = GS_STARTUP; gamestate_t gamestate = GS_STARTUP;
int paused; int paused;
bool pauseext;
bool sendpause; // send a pause event next tic bool sendpause; // send a pause event next tic
bool sendsave; // send a save event next tic bool sendsave; // send a save event next tic
bool sendturn180; // [RH] send a 180 degree turn next tic bool sendturn180; // [RH] send a 180 degree turn next tic
@ -1152,13 +1153,13 @@ void G_Ticker ()
// If the user alt-tabbed away, paused gets set to -1. In this case, // If the user alt-tabbed away, paused gets set to -1. In this case,
// we do not want to read more demo commands until paused is no // we do not want to read more demo commands until paused is no
// longer negative. // longer negative.
if (demoplayback && paused >= 0) if (demoplayback)
{ {
G_ReadDemoTiccmd (cmd, i); G_ReadDemoTiccmd (cmd, i);
} }
else else
{ {
memcpy (cmd, newcmd, sizeof(ticcmd_t)); memcpy(cmd, newcmd, sizeof(ticcmd_t));
} }
// check for turbo cheats // check for turbo cheats

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@ -970,13 +970,13 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
return -1; return -1;
} }
if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED)) if ((target->flags2 & MF2_INVULNERABLE) && (damage < TELEFRAG_DAMAGE) && (!(flags & DMG_FORCED)))
{ // actor is invulnerable { // actor is invulnerable
if (target->player == NULL) if (target->player == NULL)
{ {
if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL))) if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
{ {
if (target->flags7 & MF7_ALLOWPAIN) if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
{ {
invulpain = true; //This returns -1 later. invulpain = true; //This returns -1 later.
fakeDamage = damage; fakeDamage = damage;
@ -991,7 +991,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// Players are optionally excluded from getting thrust by damage. // Players are optionally excluded from getting thrust by damage.
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL) if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
{ {
if (target->flags7 & MF7_ALLOWPAIN) if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
plrDontThrust = 1; plrDontThrust = 1;
else else
return -1; return -1;
@ -999,7 +999,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
} }
if ((target->flags7 & MF7_ALLOWPAIN) && (damage < TELEFRAG_DAMAGE)) if (((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) && (damage < TELEFRAG_DAMAGE))
{ {
//Intentionally do not jump to fakepain because the damage hasn't been dished out yet. //Intentionally do not jump to fakepain because the damage hasn't been dished out yet.
//Once it's dished out, THEN we can disregard damage factors affecting pain chances. //Once it's dished out, THEN we can disregard damage factors affecting pain chances.
@ -1059,7 +1059,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (damage == -1) if (damage == -1)
{ {
if (target->flags7 & MF7_ALLOWPAIN) //Hold off ending the function before we can deal the pain chances. if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) //Hold off ending the function before we can deal the pain chances.
goto fakepain; goto fakepain;
return -1; return -1;
} }
@ -1089,7 +1089,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
goto dopain; goto dopain;
} }
else if (target->flags7 & MF7_ALLOWPAIN) else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
goto fakepain; goto fakepain;
return -1; return -1;
@ -1099,7 +1099,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
if (!(flags & DMG_NO_FACTOR)) if (!(flags & DMG_NO_FACTOR))
{ {
damage = FixedMul(damage, target->DamageFactor); damage = FixedMul(damage, target->DamageFactor);
if (damage >= 0) if (damage > 0)
{ {
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors); damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
} }
@ -1109,7 +1109,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
goto dopain; goto dopain;
} }
else if (target->flags7 & MF7_ALLOWPAIN) else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
goto fakepain; goto fakepain;
return -1; return -1;
@ -1120,7 +1120,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
if (damage == -1) if (damage == -1)
{ {
if (target->flags7 & MF7_ALLOWPAIN) if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
goto fakepain; goto fakepain;
return -1; return -1;
@ -1243,12 +1243,16 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
// check the real player, not a voodoo doll here for invulnerability effects // check the real player, not a voodoo doll here for invulnerability effects
if ((damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) || if ((damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE)) (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2. //Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
{ // player is invulnerable, so don't hurt him { // player is invulnerable, so don't hurt him
if (player->mo->flags7 & MF7_ALLOWPAIN)
{ if (((!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)) && (!(player->mo->flags5 & MF5_NOPAIN))) &&
(((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || (inflictor->flags7 & MF7_CAUSEPAIN)))
//Make sure no godmodes and NOPAIN flags are found first.
//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
{
invulpain = true; invulpain = true;
fakeDamage = damage; fakeDamage = damage;
goto fakepain; goto fakepain;
@ -1270,8 +1274,8 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
// If MF6_FORCEPAIN is set, make the player enter the pain state. // If MF6_FORCEPAIN is set, make the player enter the pain state.
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL && if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS) && (inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS)
(!(player->mo->flags2 & MF2_INVULNERABLE))) && (!(player->mo->flags2 & MF2_INVULNERABLE)) && (!(player->cheats & CF_GODMODE)) && (!(player->cheats & CF_GODMODE2)))
{ {
goto dopain; goto dopain;
} }
@ -1302,7 +1306,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor, // telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
// but telefragging should still do enough damage to kill the player) // but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead. // Ignore players that are already dead.
if (((player->cheats & CF_BUDDHA2) || ((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA) && damage < TELEFRAG_DAMAGE)) && player->playerstate != PST_DEAD) if ((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && (damage < TELEFRAG_DAMAGE)) && (player->playerstate != PST_DEAD))
{ {
// If this is a voodoo doll we need to handle the real player as well. // If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1; player->mo->health = target->health = player->health = 1;
@ -1335,7 +1339,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
damage = newdam; damage = newdam;
if (damage <= 0) if (damage <= 0)
{ {
if (target->flags7 & MF7_ALLOWPAIN) if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
goto fakepain; goto fakepain;
else else
return damage; return damage;
@ -1426,10 +1430,14 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
} }
fakepain: //Needed so we can skip the rest of the above, but still obey the original rules. fakepain: //Needed so we can skip the rest of the above, but still obey the original rules.
if (target->flags7 & MF7_ALLOWPAIN && (fakeDamage != damage))
//CAUSEPAIN can always attempt to trigger the chances of pain.
//ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0.
if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0))
|| (inflictor->flags7 & MF7_CAUSEPAIN)) && (fakeDamage != damage))
{ {
holdDamage = damage; holdDamage = damage; //Store the modified damage away after factors are taken into account.
damage = fakeDamage; damage = fakeDamage; //Retrieve the original damage.
} }
if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) && if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
@ -1446,8 +1454,8 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig
} }
} }
if ((damage >= target->PainThreshold && pr_damagemobj() < painchance) || if ((((damage >= target->PainThreshold)) && (pr_damagemobj() < painchance))
(inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) || (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
{ {
dopain: dopain:
if (mod == NAME_Electric) if (mod == NAME_Electric)
@ -1484,6 +1492,7 @@ dopain:
} }
} }
} }
//ALLOWPAIN and CAUSEPAIN can still trigger infighting, even if no pain state is worked out.
target->reactiontime = 0; // we're awake now... target->reactiontime = 0; // we're awake now...
if (source) if (source)
{ {
@ -1526,9 +1535,9 @@ dopain:
{ {
return -1; //NOW we return -1! return -1; //NOW we return -1!
} }
else if (target->flags7 & MF7_ALLOWPAIN) else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN))
{ {
return holdDamage; return holdDamage; //This is the calculated damage after all is said and done.
} }
return damage; return damage;
} }

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@ -3695,7 +3695,7 @@ AActor *P_LineAttack(AActor *t1, angle_t angle, fixed_t distance,
// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0! // [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
// Note: The puff may not yet be spawned here so we must check the class defaults, not the actor. // Note: The puff may not yet be spawned here so we must check the class defaults, not the actor.
int newdam = damage; int newdam = damage;
if (damage || (puffDefaults != NULL && puffDefaults->flags6 & MF6_FORCEPAIN)) if (damage || (puffDefaults != NULL && ((puffDefaults->flags6 & MF6_FORCEPAIN) || (puffDefaults->flags7 & MF7_CAUSEPAIN))))
{ {
int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag; int dmgflags = DMG_INFLICTOR_IS_PUFF | pflag;
// Allow MF5_PIERCEARMOR on a weapon as well. // Allow MF5_PIERCEARMOR on a weapon as well.

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@ -1783,21 +1783,13 @@ void S_SetSoundPaused (int state)
{ {
if (state) if (state)
{ {
if (paused <= 0) if (paused == 0)
{ {
S_ResumeSound(true); S_ResumeSound(true);
if (GSnd != NULL) if (GSnd != NULL)
{ {
GSnd->SetInactive(SoundRenderer::INACTIVE_Active); GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
} }
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
paused = 0;
}
} }
} }
else else
@ -1811,16 +1803,16 @@ void S_SetSoundPaused (int state)
SoundRenderer::INACTIVE_Complete : SoundRenderer::INACTIVE_Complete :
SoundRenderer::INACTIVE_Mute); SoundRenderer::INACTIVE_Mute);
} }
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
paused = -1;
}
} }
} }
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
pauseext = !state;
}
} }
//========================================================================== //==========================================================================

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@ -1384,6 +1384,7 @@ enum
CPF_DAGGER = 2, CPF_DAGGER = 2,
CPF_PULLIN = 4, CPF_PULLIN = 4,
CPF_NORANDOMPUFFZ = 8, CPF_NORANDOMPUFFZ = 8,
CPF_NOTURN = 16,
}; };
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
@ -1424,7 +1425,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage); P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
// turn to face target
if (linetarget) if (linetarget)
{ {
if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN)) if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
@ -1435,10 +1435,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM); S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
} }
self->angle = R_PointToAngle2 (self->x, if (!(flags & CPF_NOTURN))
self->y, {
linetarget->x, // turn to face target
linetarget->y); self->angle = R_PointToAngle2 (self->x,
self->y,
linetarget->x,
linetarget->y);
}
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED; if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget); if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);

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@ -246,6 +246,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7), DEFINE_FLAG(MF7, FOILBUDDHA, AActor, flags7),
DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7), DEFINE_FLAG(MF7, DONTTHRUST, AActor, flags7),
DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7), DEFINE_FLAG(MF7, ALLOWPAIN, AActor, flags7),
DEFINE_FLAG(MF7, CAUSEPAIN, AActor, flags7),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

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@ -175,6 +175,7 @@ const int CPF_USEAMMO = 1;
const int CPF_DAGGER = 2; const int CPF_DAGGER = 2;
const int CPF_PULLIN = 4; const int CPF_PULLIN = 4;
const int CPF_NORANDOMPUFFZ = 8; const int CPF_NORANDOMPUFFZ = 8;
const int CPF_NOTURN = 16;
// Flags for A_CustomMissile // Flags for A_CustomMissile
const int FPF_AIMATANGLE = 1; const int FPF_AIMATANGLE = 1;

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@ -389,3 +389,8 @@ B9DFF13207EACAC675C71D82624D0007 // XtheaterIII map01
{ {
DisablePushWindowCheck DisablePushWindowCheck
} }
A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
{
setthingflags 470 2016
}