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https://github.com/ZDoom/qzdoom.git
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- Used the new explosion handling to clean up the old style projectile
definitions. The SimpleProjectile class is gone and it uses the meta data and A_ExplodeParms instead now. - Removed the deprecation warnings for explosion parameters again because the new system is fully inheritable and therefore useful. - Changed the explosion properties into meta data and adjusted A_ExplodeParams to use these when called without any parameters. Also removed all special parsing for A_Explode so now this function can be called with expressions like any other function. - Changed DECORATE parsing so that functions with completely optional parameter lists don't create an empty list when called without parameters. SVN r274 (trunk)
This commit is contained in:
parent
06681ec72d
commit
3f90f1655c
6 changed files with 81 additions and 153 deletions
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@ -1,3 +1,16 @@
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July 29, 2008 (Changes by Graf Zahl)
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- Used the new explosion handling to clean up the old style projectile
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definitions. The SimpleProjectile class is gone and it uses the meta
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data and A_ExplodeParms instead now.
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- Removed the deprecation warnings for explosion parameters again because
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the new system is fully inheritable and therefore useful again.
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- Changed the explosion properties into meta data and adjusted A_ExplodeParams
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to use these when called without any parameters. Also removed all special
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parsing for A_Explode so now this function can be called with expressions
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like any other function.
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- Changed DECORATE parsing so that functions with completely optional
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parameter lists don't create an empty list when called without parameters.
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July 28, 2008
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- Version bump to 2.1.4.
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- Fixed: Friendlies would not turn to face you when you engaged them in
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@ -50,6 +50,7 @@
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#include "a_action.h"
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#include "decallib.h"
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#include "i_system.h"
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#include "thingdef.h"
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// MACROS ------------------------------------------------------------------
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@ -72,33 +73,10 @@ struct FExtraInfo
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unsigned int FireDeathStart, FireDeathEnd;
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bool bSolidOnDeath, bSolidOnBurn;
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bool bBurnAway, bDiesAway, bGenericIceDeath;
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bool bExplosive;
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fixed_t DeathHeight, BurnHeight;
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int ExplosionRadius, ExplosionDamage;
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bool ExplosionShooterImmune;
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};
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class ASimpleProjectile : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASimpleProjectile, AActor);
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public:
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void Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << HurtShooter << ExplosionRadius << ExplosionDamage;
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}
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void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = ExplosionDamage;
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dist = ExplosionRadius;
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hurtSource = HurtShooter;
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}
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bool HurtShooter;
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int ExplosionRadius, ExplosionDamage;
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};
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IMPLEMENT_ABSTRACT_ACTOR (ASimpleProjectile)
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class AFakeInventory : public AInventory
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{
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DECLARE_STATELESS_ACTOR (AFakeInventory, AInventory);
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@ -352,7 +330,7 @@ static void ParseDecorate (void (*process)(FState *, int))
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}
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else if (SC_Compare ("Projectile"))
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{
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parent = RUNTIME_CLASS(ASimpleProjectile);
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parent = RUNTIME_CLASS(AActor);
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def = DEF_Projectile;
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SC_MustGetString ();
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}
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@ -479,9 +457,9 @@ static void ParseDecorate (void (*process)(FState *, int))
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if (def == DEF_Projectile)
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{
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if (extra.ExplosionRadius > 0)
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if (extra.bExplosive)
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{
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info->OwnedStates[extra.DeathStart].Action = A_Explode;
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info->OwnedStates[extra.DeathStart].Action = A_ExplodeParms;
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}
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}
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else
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@ -577,15 +555,6 @@ static void ParseDecorate (void (*process)(FState *, int))
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}
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if (def == DEF_Projectile)
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{
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if (extra.ExplosionRadius > 0)
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{
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((ASimpleProjectile *)(type->Defaults))->ExplosionRadius =
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extra.ExplosionRadius;
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((ASimpleProjectile *)(type->Defaults))->ExplosionDamage =
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extra.ExplosionDamage > 0 ? extra.ExplosionDamage : extra.ExplosionRadius;
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((ASimpleProjectile *)(type->Defaults))->HurtShooter =
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!extra.ExplosionShooterImmune;
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}
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((AActor *)(type->Defaults))->flags |= MF_DROPOFF|MF_MISSILE;
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}
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((AActor *)(type->Defaults))->SpawnState = &info->OwnedStates[extra.SpawnStart];
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@ -736,16 +705,18 @@ static void ParseInsideDecoration (FActorInfo *info, AActor *defaults,
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else if (def == DEF_Projectile && SC_Compare ("ExplosionRadius"))
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{
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SC_MustGetNumber ();
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extra.ExplosionRadius = sc_Number;
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info->Class->Meta.SetMetaInt(ACMETA_ExplosionRadius, sc_Number);
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extra.bExplosive = true;
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}
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else if (def == DEF_Projectile && SC_Compare ("ExplosionDamage"))
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{
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SC_MustGetNumber ();
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extra.ExplosionDamage = sc_Number;
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info->Class->Meta.SetMetaInt(ACMETA_ExplosionDamage, sc_Number);
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extra.bExplosive = true;
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}
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else if (def == DEF_Projectile && SC_Compare ("DoNotHurtShooter"))
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{
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extra.ExplosionShooterImmune = true;
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info->Class->Meta.SetMetaInt(ACMETA_DontHurtShooter, true);
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}
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else if (def == DEF_Projectile && SC_Compare ("Damage"))
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{
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@ -3860,30 +3860,6 @@ AActor *P_SpawnPuff (const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, an
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puff->renderflags |= RF_INVISIBLE;
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}
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/* This code assumes that no object can be used outside its own game.
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Since that is no longer the case it doesn't work anymore.
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if (gameinfo.gametype == GAME_Doom)
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{
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// don't make punches spark on the wall
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if (attackrange == MELEERANGE)
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{
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FState *state = puff->state;
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int i;
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for (i = 0; i < 2 && state->GetNextState(); i++)
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state = state->GetNextState();
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puff->SetState (state);
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}
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if (cl_pufftype && updown != 3)
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{
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P_DrawSplash2 (32, x, y, z, dir, updown, 1);
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puff->renderflags |= RF_INVISIBLE;
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}
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}*/
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if (hitthing && puff->SeeSound)
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{ // Hit thing sound
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S_SoundID (puff, CHAN_BODY, puff->SeeSound, 1, ATTN_NORM);
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@ -610,6 +610,7 @@ AFuncDesc AFTable[]=
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FUNC(A_CentaurDefend, NULL)
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FUNC(A_BishopMissileWeave, NULL)
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FUNC(A_CStaffMissileSlither, NULL)
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FUNC(A_PlayerScream, NULL)
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FUNC(A_SkullPop, "m")
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{"A_CheckPlayerDone", A_CheckSkullDone, NULL },
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FUNC(A_CustomMeleeAttack, "XXXsty" )
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FUNC(A_Burst, "M")
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FUNC(A_RadiusThrust, "xxy")
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{"A_Explode", A_ExplodeParms, "xxy" },
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};
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//==========================================================================
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//
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//----------------------------------------------------------------------------
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enum
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{
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ACMETA_BASE = 0x83000,
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ACMETA_DropItems, // Int (index into DropItemList)
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};
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static void FreeDropItemChain(FDropItem *chain)
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{
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while (chain != NULL)
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//
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//==========================================================================
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struct FExplodeParms
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{
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bool HurtShooter;
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int ExplosionRadius, ExplosionDamage;
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};
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struct FBasicAttack
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{
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int MeleeDamage;
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bool StateSet;
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int CurrentState;
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FExplodeParms EParms;
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FDropItem *DropItemList;
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FBasicAttack BAttack;
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const char *PuffType;
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const char *HitPuffType;
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int AttackSound;
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int AmmoGive;
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int WeapNum;
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};
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static void ResetBaggage (Baggage *bag)
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{
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bag->EParms.ExplosionDamage = bag->EParms.ExplosionRadius = 128;
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bag->EParms.HurtShooter = true;
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bag->DropItemList = NULL;
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bag->BAttack.MeleeDamage = 0;
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bag->BAttack.MissileHeight = 32*FRACUNIT;
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return true;
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}
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// Override the normal A_Explode with a parameterized version
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if (SC_Compare ("A_Explode"))
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{
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int paramindex=PrepareStateParameters(&state, 3);
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FExplodeParms local_eparms = bag.EParms;
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if (SC_CheckString ("(")) // Parameters are optional
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{
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SC_MustGetNumber ();
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local_eparms.ExplosionDamage = sc_Number;
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SC_MustGetStringName (",");
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SC_MustGetNumber ();
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local_eparms.ExplosionRadius = sc_Number;
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if (SC_CheckString(","))
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{
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SC_MustGetNumber ();
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local_eparms.HurtShooter = !!sc_Number;
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}
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SC_MustGetStringName (")");
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}
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StateParameters[paramindex] = local_eparms.ExplosionDamage;
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StateParameters[paramindex+1] = local_eparms.ExplosionRadius;
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StateParameters[paramindex+2] = local_eparms.HurtShooter;
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state.Action = A_ExplodeParms;
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return true;
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}
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// Check for A_MeleeAttack, A_MissileAttack, or A_ComboAttack
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int batk = SC_MatchString (BasicAttackNames);
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if (batk >= 0)
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{
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const char * params = afd->parameters;
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int numparams = (int)strlen(params);
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int paramindex = PrepareStateParameters(&state, numparams);
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int v;
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if (!islower(*params))
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{
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if (!SC_CheckString("(")) goto endofstate;
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}
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int paramindex = PrepareStateParameters(&state, numparams);
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while (*params)
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{
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switch(*params)
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//==========================================================================
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static void ActorDontHurtShooter (AActor *defaults, Baggage &bag)
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{
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Printf (TEXTCOLOR_YELLOW "DontHurtShooter in %s is deprecated and will be removed in 2.2.0.\n",
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bag.Info->Class->TypeName.GetChars());
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bag.EParms.HurtShooter=false;
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bag.Info->Class->Meta.SetMetaInt (ACMETA_DontHurtShooter, true);
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}
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//==========================================================================
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//==========================================================================
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static void ActorExplosionRadius (AActor *defaults, Baggage &bag)
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{
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Printf (TEXTCOLOR_YELLOW "ExplosionRadius in %s is deprecated and will be removed in 2.2.0.\n",
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bag.Info->Class->TypeName.GetChars());
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SC_MustGetNumber();
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bag.EParms.ExplosionRadius=sc_Number;
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bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionRadius, sc_Number);
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}
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//==========================================================================
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//==========================================================================
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static void ActorExplosionDamage (AActor *defaults, Baggage &bag)
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{
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Printf (TEXTCOLOR_YELLOW "ExplosionDamage in %s is deprecated and will be removed in 2.2.0.\n",
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bag.Info->Class->TypeName.GetChars());
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SC_MustGetNumber();
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bag.EParms.ExplosionDamage=sc_Number;
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bag.Info->Class->Meta.SetMetaInt (ACMETA_ExplosionDamage, sc_Number);
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}
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//==========================================================================
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@ -45,6 +45,17 @@ FDropItem *GetDropItems(AActor * actor);
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extern FState * CallingState;
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int CheckIndex(int paramsize, FState ** pcallstate=NULL);
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void A_ExplodeParms(AActor * self);
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enum
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{
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ACMETA_BASE = 0x83000,
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ACMETA_DropItems, // Int (index into DropItemList)
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ACMETA_ExplosionDamage,
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ACMETA_ExplosionRadius,
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ACMETA_DontHurtShooter,
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};
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@ -456,22 +456,24 @@ void A_JumpIfInTargetInventory(AActor * self)
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void A_ExplodeParms (AActor *self)
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{
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int damage = 128;
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int distance = 128;
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bool hurtSource = true;
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int damage;
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int distance;
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bool hurtSource;
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int index=CheckIndex(3);
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if (index>=0)
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{
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if (StateParameters[index] != 0)
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{
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damage = StateParameters[index];
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}
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if (StateParameters[index+1] != 0)
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{
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distance = StateParameters[index+1];
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}
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hurtSource = !!StateParameters[index+2];
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damage = EvalExpressionI (StateParameters[index], self);
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distance = EvalExpressionI (StateParameters[index+1], self);
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hurtSource = EvalExpressionN (StateParameters[index+2], self);
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if (damage == 0) damage = 128;
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if (distance == 0) distance = damage;
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}
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else
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{
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damage = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionDamage, 128);
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distance = self->GetClass()->Meta.GetMetaInt (ACMETA_ExplosionRadius, damage);
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hurtSource = !self->GetClass()->Meta.GetMetaInt (ACMETA_DontHurtShooter);
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}
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P_RadiusAttack (self, self->target, damage, distance, self->DamageType, hurtSource);
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@ -490,16 +492,19 @@ void A_ExplodeParms (AActor *self)
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void A_RadiusThrust (AActor *self)
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{
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int force = 0;
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int distance = 0;
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bool affectSource = true;
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int index=CheckIndex(3);
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if (index<0) return;
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int force = EvalExpressionI (StateParameters[index], self);
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if (force==0) force=128;
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int distance = EvalExpressionI (StateParameters[index+1], self);
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if (distance==0) distance=128;
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bool affectSource = EvalExpressionN (StateParameters[index+2], self);;
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if (index>=0)
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{
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force = EvalExpressionI (StateParameters[index], self);
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distance = EvalExpressionI (StateParameters[index+1], self);
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affectSource = EvalExpressionN (StateParameters[index+2], self);
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}
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if (force == 0) force = 128;
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if (distance == 0) distance = force;
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P_RadiusAttack (self, self->target, force, distance, self->DamageType, affectSource, false, false);
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if (self->z <= self->floorz + (distance<<FRACBITS))
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@ -1353,10 +1358,14 @@ void A_SetTranslucent(AActor * self)
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//===========================================================================
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void A_FadeIn(AActor * self)
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{
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fixed_t reduce = 0;
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int index=CheckIndex(1, NULL);
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if (index<0) return;
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fixed_t reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
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if (index>=0)
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{
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reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
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}
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if (reduce == 0) reduce = FRACUNIT/10;
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if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
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@ -1373,10 +1382,14 @@ void A_FadeIn(AActor * self)
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//===========================================================================
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void A_FadeOut(AActor * self)
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{
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fixed_t reduce = 0;
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int index=CheckIndex(1, NULL);
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if (index<0) return;
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fixed_t reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
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if (index>=0)
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{
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reduce = fixed_t(EvalExpressionF (StateParameters[index], self) * FRACUNIT);
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}
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if (reduce == 0) reduce = FRACUNIT/10;
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if (self->RenderStyle==STYLE_Normal) self->RenderStyle=STYLE_Translucent;
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