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- fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag.
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5 changed files with 14 additions and 0 deletions
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@ -323,6 +323,7 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")
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GAMEINFOKEY_BOOL(drawreadthis, "drawreadthis")
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GAMEINFOKEY_BOOL(swapmenu, "swapmenu")
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GAMEINFOKEY_BOOL(dontcrunchcorpses, "dontcrunchcorpses")
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GAMEINFOKEY_BOOL(intermissioncounter, "intermissioncounter")
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GAMEINFOKEY_BOOL(nightmarefast, "nightmarefast")
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GAMEINFOKEY_COLOR(dimcolor, "dimcolor")
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1
src/gi.h
1
src/gi.h
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@ -113,6 +113,7 @@ struct gameinfo_t
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bool intermissioncounter;
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bool nightmarefast;
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bool swapmenu;
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bool dontcrunchcorpses;
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TArray<FName> creditPages;
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TArray<FName> finalePages;
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TArray<FName> infoPages;
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@ -1010,6 +1010,16 @@ bool AActor::Grind(bool items)
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if ((flags & MF_CORPSE) && !(flags3 & MF3_DONTGIB) && (health <= 0))
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{
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FState * state = FindState(NAME_Crush);
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// In Heretic and Chex Quest we don't change the actor's sprite, just its size.
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if (state == NULL && gameinfo.dontcrunchcorpses)
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{
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flags &= ~MF_SOLID;
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flags3 |= MF3_DONTGIB;
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height = radius = 0;
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return false;
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}
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bool isgeneric = false;
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// ZDoom behavior differs from standard as crushed corpses cannot be raised.
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// The reason for the change was originally because of a problem with players,
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@ -40,6 +40,7 @@ gameinfo
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definventorymaxamount = 25
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defaultrespawntime = 12
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defaultdropstyle = 1
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dontcrunchcorpses = 1
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endoom = "ENDOOM"
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player5start = 4001
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drawreadthis = true
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@ -56,6 +56,7 @@ gameinfo
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nightmarefast = true
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pausesign = "PAUSED"
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gibfactor = 0.5
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dontcrunchcorpses = true
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cursorpic = "herecurs"
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textscreenx = 20
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textscreeny = 5
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