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- add savegame compatibility handling for damage related changes: When loading an old savegame the sector specials must be reinitialized to set the damage properties.
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5474e01de8
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1ee441412a
4 changed files with 25 additions and 32 deletions
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@ -791,7 +791,7 @@ int DPhased::PhaseHelper (sector_t *sector, int index, int light, sector_t *prev
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index + 1, l->m_BaseLevel, sector);
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l->m_Phase = ((numsteps - index - 1) * 64) / numsteps;
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sector->special &= 0xff00;
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sector->special = 0;
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return numsteps;
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}
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@ -820,7 +820,6 @@ DPhased::DPhased (sector_t *sector, int baselevel, int phase)
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{
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m_BaseLevel = baselevel;
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m_Phase = phase;
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sector->special &= 0xff00;
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}
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//============================================================================
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@ -410,19 +410,8 @@ void P_SerializeWorld (FArchive &arc)
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short secretsector;
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arc << secretsector;
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if (secretsector) sec->Flags |= SECF_WASSECRET;
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if (sec->special & SECRET_MASK)
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{
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sec->Flags |= SECF_SECRET;
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}
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if (sec->special & FRICTION_MASK)
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{
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sec->Flags |= SECF_FRICTION;
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}
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if (sec->special & PUSH_MASK)
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{
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sec->Flags |= SECF_PUSH;
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}
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sec->special &= ~(SECRET_MASK|FRICTION_MASK|PUSH_MASK);
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P_InitSectorSpecial(sec, sec->special, true);
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}
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arc << sec->interpolations[0]
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<< sec->interpolations[1]
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@ -1098,7 +1098,7 @@ static void P_SetupSectorDamage(sector_t *sector, int damage, int interval, int
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// ('fromload' is necessary to allow conversion upon savegame load.)
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//
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void P_InitSectorSpecial(sector_t *sector, int special)
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void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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{
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// [RH] All secret sectors are marked with a BOOM-ish bitfield
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if (sector->special & SECRET_MASK)
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@ -1133,28 +1133,28 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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switch (sector->special)
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{
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case Light_Phased:
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new DPhased (sector, 48, 63 - (sector->lightlevel & 63));
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if (!nothinkers) new DPhased (sector, 48, 63 - (sector->lightlevel & 63));
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break;
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// [RH] Hexen-like phased lighting
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case LightSequenceStart:
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new DPhased (sector);
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if (!nothinkers) new DPhased (sector);
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break;
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case dLight_Flicker:
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new DLightFlash (sector);
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if (!nothinkers) new DLightFlash (sector);
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break;
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case dLight_StrobeFast:
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new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
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if (!nothinkers) new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
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break;
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case dLight_StrobeSlow:
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new DStrobe (sector, STROBEBRIGHT, SLOWDARK, false);
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if (!nothinkers) new DStrobe (sector, STROBEBRIGHT, SLOWDARK, false);
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break;
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case dLight_Strobe_Hurt:
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new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
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if (!nothinkers) new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
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P_SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
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break;
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@ -1167,7 +1167,7 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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break;
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case dLight_Glow:
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new DGlow (sector);
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if (!nothinkers) new DGlow (sector);
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break;
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case dSector_DoorCloseIn30:
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@ -1179,11 +1179,11 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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break;
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case dLight_StrobeSlowSync:
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new DStrobe (sector, STROBEBRIGHT, SLOWDARK, true);
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if (!nothinkers) new DStrobe (sector, STROBEBRIGHT, SLOWDARK, true);
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break;
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case dLight_StrobeFastSync:
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new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
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if (!nothinkers) new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
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break;
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case dSector_DoorRaiseIn5Mins:
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@ -1201,7 +1201,7 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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break;
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case dLight_FireFlicker:
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new DFireFlicker (sector);
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if (!nothinkers) new DFireFlicker (sector);
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break;
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case dDamage_LavaWimpy:
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@ -1214,9 +1214,12 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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case dScroll_EastLavaDamage:
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P_SetupSectorDamage(sector, 5, 32, 256, NAME_Fire, SECF_DMGTERRAINFX);
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if (!nothinkers)
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{
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new DStrobe(sector, STROBEBRIGHT, FASTDARK, false);
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new DScroller(DScroller::sc_floor, (-FRACUNIT / 2) << 3,
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0, -1, int(sector - sectors), 0);
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}
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break;
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case hDamage_Sludge:
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@ -1225,7 +1228,7 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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case sLight_Strobe_Hurt:
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P_SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
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new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
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if (!nothinkers) new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
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break;
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case sDamage_Hellslime:
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@ -1270,16 +1273,17 @@ void P_InitSectorSpecial(sector_t *sector, int special)
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{ 1, -1 }, { 2, -2 }, { 4, -4 }
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};
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int i = (sector->special & 0xff) - Scroll_North_Slow;
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fixed_t dx = hexenScrollies[i][0] * (FRACUNIT/2);
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fixed_t dy = hexenScrollies[i][1] * (FRACUNIT/2);
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new DScroller (DScroller::sc_floor, dx, dy, -1, int(sector-sectors), 0);
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if (!nothinkers) new DScroller (DScroller::sc_floor, dx, dy, -1, int(sector-sectors), 0);
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}
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else if (sector->special >= Carry_East5 &&
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sector->special <= Carry_East35)
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{ // Heretic scroll special
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// Only east scrollers also scroll the texture
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new DScroller (DScroller::sc_floor,
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if (!nothinkers) new DScroller (DScroller::sc_floor,
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(-FRACUNIT/2)<<((sector->special & 0xff) - Carry_East5),
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0, -1, int(sector-sectors), 0);
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}
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@ -1309,7 +1313,7 @@ void P_SpawnSpecials (void)
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if (sector->special == 0)
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continue;
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P_InitSectorSpecial(sector, sector->special);
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P_InitSectorSpecial(sector, sector->special, false);
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}
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// Init other misc stuff
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@ -158,6 +158,7 @@ bool PIT_PushThing (AActor *thing);
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bool CheckIfExitIsGood (AActor *self, level_info_t *info);
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// at map load
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void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers);
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void P_SpawnSpecials (void);
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// every tic
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