- added resources needed for MBF support.
- removed unused score items from DECORATE file. - added 2 MBF code pointers I forgot in the last commit. SVN r1825 (trunk)
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@ -1,7 +1,10 @@
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September 14, 2009 (Changes by Graf Zahl)
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- added resources needed for MBF support.
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- removed unused score items from DECORATE file.
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- Fixed: Argument count for UsePuzzleItem was wrong.
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- Added a few things from Gez's experimental build:
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* MBF Dehacked emulation.
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* MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because
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it wouldn't work and is more or less useless anyway.
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* MBF's dog (definition only, no sprites yet.)
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* User variables. There's an array of 10. They can be set and checked in
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both DECORATE and ACS.
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@ -1109,7 +1109,6 @@ static menuitem_t CompatibilityItems[] = {
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{ bitflag, "Allow any bossdeath for level special", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_ANYBOSSDEATH} },
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{ bitflag, "No Minotaur floor flames in water", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MINOTAUR} },
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{ bitflag, "Original A_Mushroom speed in DEH mods", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MUSHROOM} },
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{ bitflag, "Allow MBF pseudo-torque effects", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MBFTORQUE} },
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{ bitflag, "Monster movement is affected by effects", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MBFMONSTERMOVE} },
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{ bitflag, "Crushed monsters can be resurrected", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_CORPSEGIBS} },
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{ bitflag, "Friendly monsters aren't blocked", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOBLOCKFRIENDS} },
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@ -2871,3 +2871,41 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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self->uservar[pos] = value;
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}
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// A few action functions for super-duper enhanced MBF compatibility. They're all deprecated and shouldn't be used in
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// DECORATE. The other MBF new functions, A_Detonate, A_Mushroom and A_Die are all already elsewhere, and as for
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// A_PlaySound, it is an instance of name conflict, so it has been given a default sound to work from dehacked as well.
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_ANGLE(angle, 0);
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self->angle += angle;
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}
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//
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// This allows linedef effects to be activated inside deh frames.
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//
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void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(special, 0);
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ACTION_PARAM_INT(tag, 1);
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line_t junk; maplinedef_t oldjunk;
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bool res = false;
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if (!(self->flags6 & MF6_LINEDONE)) // Unless already used up
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{
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if ((oldjunk.special = special)) // Linedef type
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{
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oldjunk.tag = tag; // Sector tag for linedef
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P_TranslateLineDef(&junk, &oldjunk); // Turn into native type
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res = !!LineSpecials[junk.special](NULL, self, false, junk.args[0],
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junk.args[1], junk.args[2], junk.args[3], junk.args[4]);
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if (res && !(junk.flags & ML_REPEAT_SPECIAL)) // If only once,
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self->flags6 |= MF6_LINEDONE; // no more for this thing
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}
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}
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ACTION_SET_RESULT(res);
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}
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@ -83,30 +83,11 @@ ACTOR DoomUnusedStates
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}
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}
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Actor DemonicDagger : ScoreItem
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{
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Inventory.PickupMessage "$BETA_BONUS1"
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States
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{
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Spawn:
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BON1 A 6
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Loop
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}
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}
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Actor SkullChest : ScoreItem
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{
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Inventory.PickupMessage "$BETA_BONUS2"
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States
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{
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Spawn:
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BON2 A 6
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Loop
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}
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}
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// MBF Beta emulation items
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Actor EvilSceptre : ScoreItem 2016
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{
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Game Doom
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Inventory.PickupMessage "$BETA_BONUS3"
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States
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{
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@ -118,6 +99,7 @@ Actor EvilSceptre : ScoreItem 2016
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Actor UnholyBible : ScoreItem 2017
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{
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Game Doom
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Inventory.PickupMessage "$BETA_BONUS4"
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States
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{
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