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- added PinkSilver's A_Respawn enhancement patch.
SVN r1837 (trunk)
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4 changed files with 46 additions and 9 deletions
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@ -1,4 +1,5 @@
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September 15, 2009 (Changes by Graf Zahl)
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- added PinkSilver's A_Respawn enhancement patch.
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- added RandomSpawner update from Gez's experimental build.
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- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
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a new ClearSpecial flag to the activation type.
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@ -2122,27 +2122,58 @@ static void CheckStopped(AActor *self)
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// A_Respawn
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//
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//===========================================================================
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enum RS_Flags
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{
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RSF_FOG=1,
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RSF_KEEPTARGET=2,
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RSF_TELEFRAG=4,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(fog, 0);
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ACTION_PARAM_INT(flags, 0);
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fixed_t x = self->SpawnPoint[0];
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fixed_t y = self->SpawnPoint[1];
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bool oktorespawn = false;
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sector_t *sec;
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self->flags |= MF_SOLID;
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sec = P_PointInSector (x, y);
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self->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
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self->height = self->GetDefault()->height;
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if (P_TestMobjLocation (self))
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if (flags & RSF_TELEFRAG)
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{
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// [KS] DIE DIE DIE DIE erm *ahem* =)
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if (P_TeleportMove (self, x, y, sec->floorplane.ZatPoint (x, y), true)) oktorespawn = true;
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}
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else
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{
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self->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
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if (P_TestMobjLocation (self)) oktorespawn = true;
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}
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if (oktorespawn)
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{
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AActor *defs = self->GetDefault();
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self->health = defs->health;
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// [KS] Don't keep target, because it could be self if the monster committed suicide
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self->target = NULL;
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self->LastHeard = NULL;
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// [KS] Don't keep target, because it could be self if the monster committed suicide
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// ...Actually it's better off an option, so you have better control over monster behavior.
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if (!(flags & RSF_KEEPTARGET))
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{
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self->target = NULL;
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self->LastHeard = NULL;
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self->lastenemy = NULL;
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}
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else
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{
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// Don't attack yourself (Re: "Marine targets itself after suicide")
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if (self->target == self) self->target = NULL;
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if (self->lastenemy == self) self->lastenemy = NULL;
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}
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self->flags = (defs->flags & ~MF_FRIENDLY) | (self->flags & MF_FRIENDLY);
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self->flags2 = defs->flags2;
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@ -2152,7 +2183,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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self->SetState (self->SpawnState);
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self->renderflags &= ~RF_INVISIBLE;
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if (fog)
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if (flags & RSF_FOG)
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{
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Spawn<ATeleportFog> (x, y, self->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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}
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@ -230,7 +230,7 @@ ACTOR Actor native //: Thinker
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action native A_RadiusThrust(int force = 128, int distance = -1, bool affectsource = true);
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action native A_Explode(int damage = -1, int distance = -1, bool hurtsource = true, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10);
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action native A_Stop();
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action native A_Respawn(bool fog = true);
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action native A_Respawn(int flags = 1);
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action native A_BarrelDestroy();
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action native A_QueueCorpse();
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action native A_DeQueueCorpse();
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@ -33,6 +33,11 @@ const int LOF_DONTCHASEGOAL = 4;
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const int LOF_NOSEESOUND = 8;
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const int LOF_FULLVOLSEESOUND = 16;
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// Flags for A_Respawn
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const int RSF_FOG = 1;
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const int RSF_KEEPTARGET = 2;
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const int RSF_TELEFRAG = 4;
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// Flags for A_ChangeVelocity
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const int CVF_RELATIVE = 1;
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const int CVF_REPLACE = 2;
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