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https://github.com/ZDoom/qzdoom.git
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- Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class. - Added Karate Chris's patch for respawnlimit skill property. - Added Karate Chris's patch for Strife quit messages. - Fixed: P_RailAttack ignored the puff's damage type. SVN r714 (trunk)
This commit is contained in:
parent
d134deda95
commit
58816f5d09
13 changed files with 117 additions and 17 deletions
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@ -1,4 +1,9 @@
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January 26, 2008 (Changes by Graf Zahl)
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- Added Karate Chris's patch for teamplay MAPINFO option.
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- Added Karate Chris's patch for custom damage color per player class.
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- Added Karate Chris's patch for respawnlimit skill property.
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- Added Karate Chris's patch for Strife quit messages.
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- Fixed: P_RailAttack ignored the puff's damage type.
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- Fixed: ACS used incompatible values for APROP_RenderStyle. It needs to use
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the exact same values as previous ZDoom versions
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- Added a DECORATE 'stencilcolor' property so that the stencil render style
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@ -657,6 +657,7 @@ public:
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} LastLook;
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WORD SpawnPoint[3]; // For nightmare respawn
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WORD SpawnAngle;
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int skillrespawncount;
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AActor *tracer; // Thing being chased/attacked for tracers
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AActor *master; // Thing which spawned this one (prevents mutual attacks)
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fixed_t floorclip; // value to use for floor clipping
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@ -118,6 +118,12 @@ public:
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FNameNoInit MorphWeapon;
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fixed_t AttackZOffset; // attack height, relative to player center
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// [CW] Fades for when you are being damaged.
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bool HasDamageFade;
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float RedDamageFade;
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float GreenDamageFade;
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float BlueDamageFade;
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bool UpdateWaterLevel (fixed_t oldz, bool splash);
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bool ResetAirSupply ();
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@ -305,6 +305,8 @@ static const char *MapInfoMapLevel[] =
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"fogdensity",
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"outsidefogdensity",
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"skyfog",
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"teamplayon",
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"teamplayoff",
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NULL
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};
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@ -450,6 +452,8 @@ MapHandlers[] =
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{ MITYPE_INT, lioffset(fogdensity), 0 },
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{ MITYPE_INT, lioffset(outsidefogdensity), 0 },
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{ MITYPE_INT, lioffset(skyfog), 0 },
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{ MITYPE_SCFLAGS, LEVEL_FORCETEAMPLAYON, ~LEVEL_FORCETEAMPLAYOFF },
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{ MITYPE_SCFLAGS, LEVEL_FORCETEAMPLAYOFF, ~LEVEL_FORCETEAMPLAYON },
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};
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static const char *MapInfoClusterLevel[] =
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@ -1978,6 +1982,14 @@ void G_DoLoadLevel (int position, bool autosave)
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G_InitLevelLocals ();
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StatusBar->DetachAllMessages ();
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// Force 'teamplay' to 'true' if need be.
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if (level.flags & LEVEL_FORCETEAMPLAYON)
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teamplay = true;
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// Force 'teamplay' to 'false' if need be.
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if (level.flags & LEVEL_FORCETEAMPLAYOFF)
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teamplay = false;
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Printf (
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"\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36"
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"\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n"
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@ -3136,6 +3148,7 @@ static void ParseSkill (FScanner &sc)
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skill.EasyBossBrain = false;
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skill.AutoUseHealth = false;
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skill.RespawnCounter = 0;
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skill.RespawnLimit = 0;
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skill.Aggressiveness = FRACUNIT;
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skill.SpawnFilter = 0;
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skill.ACSReturn = AllSkills.Size();
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@ -3185,6 +3198,11 @@ static void ParseSkill (FScanner &sc)
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sc.MustGetFloat ();
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skill.RespawnCounter = int(sc.Float*TICRATE);
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}
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else if (sc.Compare("respawnlimit"))
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{
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sc.MustGetNumber ();
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skill.RespawnLimit = sc.Number;
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}
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else if (sc.Compare("Aggressiveness"))
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{
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sc.MustGetFloat ();
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@ -3282,6 +3300,9 @@ int G_SkillProperty(ESkillProperty prop)
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return TICRATE * (gameinfo.gametype != GAME_Strife ? 12 : 16);
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return AllSkills[gameskill].RespawnCounter;
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case SKILLP_RespawnLimit:
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return AllSkills[gameskill].RespawnLimit;
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case SKILLP_Aggressiveness:
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return AllSkills[gameskill].Aggressiveness;
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@ -3324,6 +3345,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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AutoUseHealth = other.AutoUseHealth;
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EasyBossBrain = other.EasyBossBrain;
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RespawnCounter= other.RespawnCounter;
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RespawnLimit= other.RespawnLimit;
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Aggressiveness= other.Aggressiveness;
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SpawnFilter = other.SpawnFilter;
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ACSReturn = other.ACSReturn;
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@ -115,6 +115,9 @@
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#define LEVEL_ALLOWRESPAWN UCONST64(0x4000000000000)
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#define LEVEL_FORCETEAMPLAYON UCONST64(0x8000000000000)
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#define LEVEL_FORCETEAMPLAYOFF UCONST64(0x10000000000000)
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struct acsdefered_s;
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struct FSpecialAction
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@ -376,6 +379,7 @@ enum ESkillProperty
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SKILLP_DamageFactor,
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SKILLP_FastMonsters,
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SKILLP_Respawn,
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SKILLP_RespawnLimit,
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SKILLP_Aggressiveness,
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SKILLP_DisableCheats,
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SKILLP_AutoUseHealth,
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@ -397,6 +401,7 @@ struct FSkillInfo
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bool AutoUseHealth;
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bool EasyBossBrain;
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int RespawnCounter;
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int RespawnLimit;
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fixed_t Aggressiveness;
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int SpawnFilter;
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int ACSReturn;
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@ -1437,7 +1437,18 @@ void FBaseStatusBar::BlendView (float blend[4])
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if (cnt > 228)
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cnt = 228;
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AddBlend (1.f, 0.f, 0.f, cnt / 255.f, blend);
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APlayerPawn *mo = players[consoleplayer].mo;
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// [CW] If no damage fade is specified, assume defaults.
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if (!mo->HasDamageFade)
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{
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mo->HasDamageFade = true;
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mo->RedDamageFade = 255;
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mo->GreenDamageFade = 0;
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mo->BlueDamageFade = 0;
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}
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AddBlend (mo->RedDamageFade / 255, mo->GreenDamageFade / 255, mo->BlueDamageFade / 255, cnt / 255.f, blend);
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}
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// Unlike Doom, I did not have any utility source to look at to find the
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@ -42,8 +42,9 @@
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extern FStringTable GStrings;
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// QuitDOOM messages
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#define NUM_QUITMESSAGES 15
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// QuitGame messages
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#define NUM_QUITDOOMMESSAGES 15
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#define NUM_QUITSTRIFEMESSAGES 8
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extern const char *endmsg[];
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@ -126,7 +126,7 @@ static void M_Options (int choice);
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static void M_EndGame (int choice);
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static void M_ReadThis (int choice);
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static void M_ReadThisMore (int choice);
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static void M_QuitDOOM (int choice);
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static void M_QuitGame (int choice);
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static void M_GameFiles (int choice);
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static void M_ClearSaveStuff ();
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@ -275,7 +275,7 @@ static oldmenuitem_t MainMenu[]=
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{1,0,'s',"M_SAVEG",M_SaveGame, CR_UNTRANSLATED},
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{1,0,'o',"M_OPTION",M_Options, CR_UNTRANSLATED}, // [RH] Moved
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{1,0,'r',"M_RDTHIS",M_ReadThis, CR_UNTRANSLATED}, // Another hickup with Special edition.
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{1,0,'q',"M_QUITG",M_QuitDOOM, CR_UNTRANSLATED}
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{1,0,'q',"M_QUITG",M_QuitGame, CR_UNTRANSLATED}
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};
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static oldmenu_t MainDef =
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{1,1,'o',"MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
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{1,1,'f',"MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
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{1,1,'i',"MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
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{1,1,'q',"MNU_QUITGAME",M_QuitDOOM, CR_UNTRANSLATED}
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{1,1,'q',"MNU_QUITGAME",M_QuitGame, CR_UNTRANSLATED}
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};
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static oldmenu_t HereticMainDef =
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@ -625,7 +625,7 @@ CCMD (menu_quit)
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{ // F10
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//M_StartControlPanel (true);
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S_Sound (CHAN_VOICE, "menu/activate", 1, ATTN_NONE);
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M_QuitDOOM(0);
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M_QuitGame(0);
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}
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CCMD (menu_game)
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@ -1942,7 +1942,7 @@ void M_FinishReadThis (int choice)
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}
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//
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// M_QuitDOOM
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// M_QuitGame
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//
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void M_QuitResponse(int ch)
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ST_Endoom();
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}
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void M_QuitDOOM (int choice)
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void M_QuitGame (int choice)
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{
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// We pick index 0 which is language sensitive,
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// or one at random, between 1 and maximum number.
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if (gameinfo.gametype == GAME_Doom)
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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{
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int quitmsg = gametic % NUM_QUITMESSAGES;
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int quitmsg = gametic % (gameinfo.gametype == GAME_Doom ? NUM_QUITDOOMMESSAGES : NUM_QUITSTRIFEMESSAGES);
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if (quitmsg != 0)
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{
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EndString.Format("QUITMSG%d", quitmsg);
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EndString.Format("QUITMSG%d", quitmsg + (gameinfo.gametype == GAME_Doom ? 0 : NUM_QUITDOOMMESSAGES));
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EndString.Format("%s\n\n%s", GStrings(EndString), GStrings("DOSY"));
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}
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else
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@ -3202,6 +3202,9 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
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// Now hurt anything the trace hit
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unsigned int i;
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const PClass *puffclass = PClass::FindClass(puff);
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AActor *puffDefaults = puffclass == NULL? NULL : GetDefaultByType (puffclass);
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FName damagetype = puffDefaults != NULL && puffDefaults->DamageType == NAME_None? FName(NAME_Railgun) : puffDefaults->DamageType;
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for (i = 0; i < RailHits.Size (); i++)
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{
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if ((RailHits[i].HitActor->flags & MF_NOBLOOD) ||
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(RailHits[i].HitActor->flags2 & (MF2_DORMANT|MF2_INVULNERABLE)))
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{
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const PClass *puffclass = PClass::FindClass(puff);
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if (puffclass != NULL) P_SpawnPuff (puffclass, x, y, z, source->angle - ANG180, 1, true);
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}
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else
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{
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P_SpawnBlood (x, y, z, source->angle - ANG180, damage, RailHits[i].HitActor);
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}
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P_DamageMobj (RailHits[i].HitActor, source, source, damage, NAME_Railgun);
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P_DamageMobj (RailHits[i].HitActor, source, source, damage, damagetype);
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P_TraceBleed (damage, x, y, z, RailHits[i].HitActor, angle, pitch);
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}
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@ -281,6 +281,7 @@ void AActor::Serialize (FArchive &arc)
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<< player
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<< SpawnPoint[0] << SpawnPoint[1] << SpawnPoint[2]
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<< SpawnAngle
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<< skillrespawncount
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<< tracer
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<< floorclip
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<< tid
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AActor *mo;
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AActor *info = mobj->GetDefault();
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mobj->skillrespawncount++;
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// spawn the new monster (assume the spawn will be good)
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if (info->flags & MF_SPAWNCEILING)
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z = ONCEILINGZ;
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mo->CopyFriendliness (mobj, false);
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mo->Translation = mobj->Translation;
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mo->skillrespawncount = mobj->skillrespawncount;
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// spawn a teleport fog at old spot because of removal of the body?
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mo = Spawn ("TeleportFog", mobj->x, mobj->y, mobj->z, ALLOW_REPLACE);
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if (mo != NULL)
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if (pr_nightmarerespawn() > 4)
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return;
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if (G_SkillProperty (SKILLP_RespawnLimit) && (this)->skillrespawncount >= G_SkillProperty (SKILLP_RespawnLimit))
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return;
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P_NightmareRespawn (this);
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}
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}
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@ -2304,6 +2304,34 @@ static void PlayerCrouchSprite (FScanner &sc, APlayerPawn *defaults, Baggage &ba
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defaults->crouchsprite = GetSpriteIndex (sc.String);
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}
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//==========================================================================
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//
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//==========================================================================
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static void PlayerDmgScreenColor (FScanner &sc, APlayerPawn *defaults, Baggage &bag)
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{
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defaults->HasDamageFade = true;
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if (sc.CheckNumber ())
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{
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sc.MustGetNumber ();
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defaults->RedDamageFade = clamp <float> (sc.Number, 0, 255);
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sc.CheckString (",");
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sc.MustGetNumber ();
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defaults->GreenDamageFade = clamp <float> (sc.Number, 0, 255);
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sc.CheckString (",");
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sc.MustGetNumber ();
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defaults->BlueDamageFade = clamp <float> (sc.Number, 0, 255);
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}
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else
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{
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sc.MustGetString ();
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int c = V_GetColor (NULL, sc.String);
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defaults->RedDamageFade = RPART (c);
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defaults->GreenDamageFade = GPART (c);
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defaults->BlueDamageFade = BPART (c);
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}
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}
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//==========================================================================
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//
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// [GRB] Store start items in drop item list
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@ -2495,6 +2523,7 @@ static const ActorProps props[] =
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{ "player.attackzoffset", (apf)PlayerAttackZOffset, RUNTIME_CLASS(APlayerPawn) },
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{ "player.colorrange", (apf)PlayerColorRange, RUNTIME_CLASS(APlayerPawn) },
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{ "player.crouchsprite", (apf)PlayerCrouchSprite, RUNTIME_CLASS(APlayerPawn) },
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{ "player.damagescreencolor", (apf)PlayerDmgScreenColor, RUNTIME_CLASS(APlayerPawn) },
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{ "player.displayname", (apf)PlayerDisplayName, RUNTIME_CLASS(APlayerPawn) },
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{ "player.forwardmove", (apf)PlayerForwardMove, RUNTIME_CLASS(APlayerPawn) },
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{ "player.healradiustype", (apf)PlayerHealRadius, RUNTIME_CLASS(APlayerPawn) },
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 667
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#define MINSAVEVER 714
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#if SVN_REVISION_NUMBER == 0
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// This can happen if svnrevision is not updated properly (e.g. compiling while offline)
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@ -9,7 +9,7 @@ PRESSYN = "press y or n.";
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QUITMSG = "are you sure you want to\nquit this great game?";
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// QuitDoom1 messages
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// Quit Doom 1 messages
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QUITMSG1 = "please don't leave, there's more\ndemons to toast!";
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QUITMSG2 = "let's beat it -- this is turning\ninto a bloodbath!";
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QUITMSG3 = "i wouldn't leave if i were you.\ndos is much worse.";
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@ -18,7 +18,7 @@ QUITMSG5 = "don't leave yet -- there's a\ndemon around that corner!";
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QUITMSG6 = "ya know, next time you come in here\ni'm gonna toast ya.";
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QUITMSG7 = "go ahead and leave. see if i care.";
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// QuitDOOM II messages
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// Quit Doom II messages
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QUITMSG8 = "you want to quit?\nthen, thou hast lost an eighth!";
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QUITMSG9 = "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!";
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QUITMSG10 = "get outta here and go back\nto your boring programs.";
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@ -27,6 +27,16 @@ QUITMSG12 = "look, bud. you leave now\nand you forfeit your body count!";
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QUITMSG13 = "just leave. when you come\nback, i'll be waiting with a bat.";
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QUITMSG14 = "you're lucky i don't smack\nyou for thinking about leaving.";
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// Quit Strife messages
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QUITMSG15 = "where are you going?! what about the rebellion?";
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QUITMSG16 = "carnage interrupted... what a tease!";
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QUITMSG17 = "but you're the hope -- my only chance!!";
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QUITMSG18 = "nobody walks out on blackbird.";
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QUITMSG19 = "i thought you were different...";
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QUITMSG20 = "fine! just kill and run!";
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QUITMSG21 = "you can quit...but you can't hide...";
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QUITMSG22 = "whaaa, what's the matter? mommy says dinnertime?";
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LOADNET = "you can't do load while in a net game!\n\npress a key.";
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QLOADNET = "you can't quickload during a netgame!\n\npress a key.";
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QSAVESPOT = "you haven't picked a quicksave slot yet!\n\npress a key.";
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