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- Changed: AInventory::Tick now only calls the super method if the item is not
owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. SVN r1068 (trunk)
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parent
ac4fb23c35
commit
448b8955c5
4 changed files with 31 additions and 2 deletions
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@ -1,4 +1,8 @@
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July 5, 2008 (Changes by Graf Zahl)
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July 5, 2008 (Changes by Graf Zahl)
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- Changed: AInventory::Tick now only calls the super method if the item is not
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owned. Having owned inventory items interact with the world is not supposed
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to happen.
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- Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'.
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- Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.
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- Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.
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- Added a check for PUFFGETSOWNER to A_BFGSpray.
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- Added a check for PUFFGETSOWNER to A_BFGSpray.
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- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
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- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
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@ -446,7 +446,31 @@ END_DEFAULTS
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void AInventory::Tick ()
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void AInventory::Tick ()
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{
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{
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if (Owner == NULL)
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{
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// AActor::Tick is only handling interaction with the world
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// and we don't want that for owned inventory items.
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Super::Tick ();
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Super::Tick ();
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}
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else if (tics != -1) // ... but at least we have to advance the states
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{
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tics--;
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// you can cycle through multiple states in a tic
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// [RH] Use <= 0 instead of == 0 so that spawnstates
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// of 0 tics work as expected.
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if (tics <= 0)
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{
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assert (state != NULL);
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if (state == NULL)
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{
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Destroy();
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return;
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}
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if (!SetState (state->GetNextState()))
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return; // freed itself
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}
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}
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if (DropTime)
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if (DropTime)
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{
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{
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if (--DropTime == 0)
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if (--DropTime == 0)
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@ -5297,6 +5297,7 @@ int DLevelScript::RunScript ()
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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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break;
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case PCD_THINGDAMAGE2:
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case PCD_THINGDAMAGE2:
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STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
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STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(FBehavior::StaticLookupString(STACK(1))));
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@ -1693,7 +1693,7 @@ void FMODSoundRenderer::SetSfxPaused(bool paused, int slot)
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{
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{
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SFXPaused &= ~(1 << slot);
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SFXPaused &= ~(1 << slot);
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}
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}
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Printf("%d\n", SFXPaused);
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//Printf("%d\n", SFXPaused);
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if (oldslots != 0 && SFXPaused == 0)
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if (oldslots != 0 && SFXPaused == 0)
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{
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{
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PausableSfx->setPaused(false);
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PausableSfx->setPaused(false);
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