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- Fixed: DFlashFader did some operations in its destructor that had to be moved
to its Destroy method. - Fixed: Dropped weapons from dying players should not double ammo. SVN r935 (trunk)
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16d18c707a
commit
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4 changed files with 10 additions and 3 deletions
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@ -1,3 +1,8 @@
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April 24, 2008 (Changes by Graf Zahl)
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- Fixed: DFlashFader did some operations in its destructor that had to be moved
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to its Destroy method.
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- Fixed: Dropped weapons from dying players should not double ammo.
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April 23, 2008
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April 23, 2008
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(Note to self: xplasma.mid sounds really bad. Find out why.)
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(Note to self: xplasma.mid sounds really bad. Find out why.)
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- Fixed: When note_on() is called and another copy of the same note is
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- Fixed: When note_on() is called and another copy of the same note is
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@ -129,7 +129,7 @@ public:
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DFlashFader (float r1, float g1, float b1, float a1,
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DFlashFader (float r1, float g1, float b1, float a1,
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float r2, float g2, float b2, float a2,
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float r2, float g2, float b2, float a2,
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float time, AActor *who);
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float time, AActor *who);
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~DFlashFader ();
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void Destroy ();
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void Serialize (FArchive &arc);
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void Serialize (FArchive &arc);
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void Tick ();
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void Tick ();
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AActor *WhoFor() { return ForWho; }
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AActor *WhoFor() { return ForWho; }
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@ -175,8 +175,7 @@ AInventory *AWeapon::CreateCopy (AActor *other)
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//
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//
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// A weapon that's tossed out should contain no ammo, so you can't cheat
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// A weapon that's tossed out should contain no ammo, so you can't cheat
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// by dropping it and then picking it back up.
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// by dropping it and then picking it back up.
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//
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//=======================
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//===========================================================================
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AInventory *AWeapon::CreateTossable ()
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AInventory *AWeapon::CreateTossable ()
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{
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{
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@ -1109,6 +1109,7 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor)
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{
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{
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static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
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static_cast<AWeapon *>(item)->AmmoGive2 = weap->Ammo2->Amount;
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}
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}
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item->ItemFlags |= IF_IGNORESKILL;
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}
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}
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}
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}
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else
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else
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@ -1117,11 +1118,13 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor)
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if (item != NULL)
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if (item != NULL)
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{
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{
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item->Amount = weap->Ammo1->Amount;
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item->Amount = weap->Ammo1->Amount;
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item->ItemFlags |= IF_IGNORESKILL;
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}
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}
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item = P_DropItem (this, weap->AmmoType2, -1, 256);
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item = P_DropItem (this, weap->AmmoType2, -1, 256);
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if (item != NULL)
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if (item != NULL)
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{
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{
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item->Amount = weap->Ammo2->Amount;
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item->Amount = weap->Ammo2->Amount;
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item->ItemFlags |= IF_IGNORESKILL;
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}
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}
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}
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}
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}
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}
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