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https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
- exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out.
This commit is contained in:
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d1f5d916c2
commit
7325e3f0f8
9 changed files with 75 additions and 43 deletions
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@ -56,6 +56,13 @@ void PClassPowerupGiver::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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}
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}
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}
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}
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DEFINE_FIELD(APowerupGiver, PowerupType)
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DEFINE_FIELD(APowerupGiver, EffectTics)
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DEFINE_FIELD(APowerupGiver, BlendColor)
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DEFINE_FIELD(APowerupGiver, Mode)
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DEFINE_FIELD(APowerupGiver, Strength)
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//===========================================================================
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//===========================================================================
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//
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//
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// APowerupGiver :: Use
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// APowerupGiver :: Use
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@ -114,6 +121,11 @@ void APowerupGiver::Serialize(FSerializer &arc)
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// Powerup -------------------------------------------------------------------
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// Powerup -------------------------------------------------------------------
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DEFINE_FIELD(APowerup, EffectTics)
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DEFINE_FIELD(APowerup, BlendColor)
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DEFINE_FIELD(APowerup, Mode)
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DEFINE_FIELD(APowerup, Strength)
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//===========================================================================
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//===========================================================================
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//
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//
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// APowerup :: Tick
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// APowerup :: Tick
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@ -1184,40 +1196,12 @@ void APowerWeaponLevel2::EndEffect ()
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}
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}
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}
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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class APlayerSpeedTrail : public AActor
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{
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DECLARE_CLASS (APlayerSpeedTrail, AActor)
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public:
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void Tick ();
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};
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IMPLEMENT_CLASS(APlayerSpeedTrail, false, false, false, false)
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//===========================================================================
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//
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// APlayerSpeedTrail :: Tick
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//
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//===========================================================================
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void APlayerSpeedTrail::Tick ()
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{
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const double fade = .6 / 8;
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if (Alpha <= fade)
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{
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Destroy ();
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}
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else
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{
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Alpha -= fade;
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}
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}
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// Speed Powerup -------------------------------------------------------------
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// Speed Powerup -------------------------------------------------------------
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IMPLEMENT_CLASS(APowerSpeed, false, false, false, false)
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IMPLEMENT_CLASS(APowerSpeed, false, false, false, false)
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DEFINE_FIELD(APowerSpeed, SpeedFlags)
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//===========================================================================
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//===========================================================================
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//
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//
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// APowerSpeed :: Serialize
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// APowerSpeed :: Serialize
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@ -1280,7 +1264,7 @@ void APowerSpeed::DoEffect ()
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if (Owner->Vel.LengthSquared() <= 12*12)
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if (Owner->Vel.LengthSquared() <= 12*12)
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return;
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return;
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AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->Pos(), NO_REPLACE);
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AActor *speedMo = Spawn("PlayerSpeedTrail", Owner->Pos(), NO_REPLACE);
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if (speedMo)
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if (speedMo)
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{
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{
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speedMo->Angles.Yaw = Owner->Angles.Yaw;
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speedMo->Angles.Yaw = Owner->Angles.Yaw;
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@ -143,6 +143,7 @@ protected:
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void Tick ();
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void Tick ();
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void EndEffect ();
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void EndEffect ();
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private:
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bool HitCenterFrame;
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bool HitCenterFrame;
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};
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};
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@ -281,15 +282,15 @@ public:
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virtual void Serialize(FSerializer &arc);
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virtual void Serialize(FSerializer &arc);
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void SetNoCallUndoMorph() { bNoCallUndoMorph = true; }
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void SetNoCallUndoMorph() { bNoCallUndoMorph = true; }
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// Variables
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FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
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FNameNoInit PlayerClass, MorphFlash, UnMorphFlash;
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int MorphStyle;
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int MorphStyle;
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player_t *Player;
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bool bNoCallUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
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protected:
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protected:
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void InitEffect ();
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void InitEffect ();
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void EndEffect ();
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void EndEffect ();
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// Variables
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player_t *Player;
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bool bNoCallUndoMorph; // Because P_UndoPlayerMorph() can call EndEffect recursively
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};
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};
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#endif //__A_ARTIFACTS_H__
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#endif //__A_ARTIFACTS_H__
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@ -472,6 +472,8 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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IMPLEMENT_CLASS(AKey, false, false, false, false)
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IMPLEMENT_CLASS(AKey, false, false, false, false)
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DEFINE_FIELD(AKey, KeyNumber)
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bool AKey::HandlePickup (AInventory *item)
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bool AKey::HandlePickup (AInventory *item)
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{
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{
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// In single player, you can pick up an infinite number of keys
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// In single player, you can pick up an infinite number of keys
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@ -1801,6 +1801,8 @@ bool AHealth::TryPickup (AActor *&other)
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IMPLEMENT_CLASS(AHealthPickup, false, false, false, false)
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IMPLEMENT_CLASS(AHealthPickup, false, false, false, false)
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DEFINE_FIELD(AHealthPickup, autousemode)
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//===========================================================================
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//===========================================================================
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//
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//
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// AHealthPickup :: CreateCopy
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// AHealthPickup :: CreateCopy
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@ -19,6 +19,8 @@ void PClassPuzzleItem::DeriveData(PClass *newclass)
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IMPLEMENT_CLASS(APuzzleItem, false, false, false, false)
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IMPLEMENT_CLASS(APuzzleItem, false, false, false, false)
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DEFINE_FIELD(APuzzleItem, PuzzleItemNumber)
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bool APuzzleItem::HandlePickup (AInventory *item)
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bool APuzzleItem::HandlePickup (AInventory *item)
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{
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{
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// Can't carry more than 1 of each puzzle item in coop netplay
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// Can't carry more than 1 of each puzzle item in coop netplay
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@ -6,6 +6,9 @@
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IMPLEMENT_CLASS(PClassWeaponPiece, false, false, false, false)
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IMPLEMENT_CLASS(PClassWeaponPiece, false, false, false, false)
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IMPLEMENT_CLASS(AWeaponHolder, false, false, false, false)
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IMPLEMENT_CLASS(AWeaponHolder, false, false, false, false)
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DEFINE_FIELD(AWeaponHolder, PieceMask);
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DEFINE_FIELD(AWeaponHolder, PieceWeapon);
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void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass)
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{
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{
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Super::ReplaceClassRef(oldclass, newclass);
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Super::ReplaceClassRef(oldclass, newclass);
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@ -868,6 +868,8 @@ FState *AWeapon::GetStateForButtonName (FName button)
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IMPLEMENT_CLASS(AWeaponGiver, false, false, false, false)
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IMPLEMENT_CLASS(AWeaponGiver, false, false, false, false)
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DEFINE_FIELD(AWeaponGiver, DropAmmoFactor);
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void AWeaponGiver::Serialize(FSerializer &arc)
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void AWeaponGiver::Serialize(FSerializer &arc)
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{
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{
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Super::Serialize(arc);
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Super::Serialize(arc);
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@ -1071,10 +1071,10 @@ DEFINE_FIELD(FState, Frame)
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DEFINE_FIELD(FState, UseFlags)
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DEFINE_FIELD(FState, UseFlags)
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DEFINE_FIELD(FState, Misc1)
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DEFINE_FIELD(FState, Misc1)
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DEFINE_FIELD(FState, Misc2)
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DEFINE_FIELD(FState, Misc2)
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DEFINE_FIELD_BIT(FState, StateFlags, bSlow)
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DEFINE_FIELD_BIT(FState, StateFlags, bSlow, STF_SLOW)
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DEFINE_FIELD_BIT(FState, StateFlags, bFast)
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DEFINE_FIELD_BIT(FState, StateFlags, bFast, STF_FAST)
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DEFINE_FIELD_BIT(FState, StateFlags, bFullbright)
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DEFINE_FIELD_BIT(FState, StateFlags, bFullbright, STF_FULLBRIGHT)
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DEFINE_FIELD_BIT(FState, StateFlags, bNoDelay)
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DEFINE_FIELD_BIT(FState, StateFlags, bNoDelay, STF_NODELAY)
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DEFINE_FIELD_BIT(FState, StateFlags, bSameFrame)
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DEFINE_FIELD_BIT(FState, StateFlags, bSameFrame, STF_SAMEFRAME)
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DEFINE_FIELD_BIT(FState, StateFlags, bCanRaise)
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DEFINE_FIELD_BIT(FState, StateFlags, bCanRaise, STF_CANRAISE)
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DEFINE_FIELD_BIT(FState, StateFlags, bDehacked)
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DEFINE_FIELD_BIT(FState, StateFlags, bDehacked, STF_DEHACKED)
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@ -204,6 +204,8 @@ class Health : Inventory native
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class HealthPickup : Inventory native
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class HealthPickup : Inventory native
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{
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{
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native int autousemode;
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Default
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Default
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{
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{
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Inventory.DefMaxAmount;
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Inventory.DefMaxAmount;
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@ -213,6 +215,8 @@ class HealthPickup : Inventory native
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class Key : Inventory native
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class Key : Inventory native
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{
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{
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native uint8 KeyNumber;
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Default
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Default
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{
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{
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+DONTGIB; // Don't disappear due to a crusher
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+DONTGIB; // Don't disappear due to a crusher
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@ -223,6 +227,13 @@ class Key : Inventory native
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class PowerupGiver : Inventory native
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class PowerupGiver : Inventory native
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{
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{
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native Class<Actor> PowerupType;
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native int EffectTics; // Non-0 to override the powerup's default tics
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native color BlendColor; // Non-0 to override the powerup's default blend
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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Default
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Default
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{
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{
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Inventory.DefMaxAmount;
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Inventory.DefMaxAmount;
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@ -232,7 +243,13 @@ class PowerupGiver : Inventory native
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}
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}
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}
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}
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class Powerup : Inventory native {}
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class Powerup : Inventory native
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{
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native int EffectTics;
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native color BlendColor;
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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}
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class PowerInvulnerable : Powerup native
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class PowerInvulnerable : Powerup native
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{
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{
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class PowerSpeed : Powerup native
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class PowerSpeed : Powerup native
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{
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{
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native int SpeedFlags;
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Default
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Default
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{
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{
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Powerup.Duration -45;
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Powerup.Duration -45;
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@ -348,7 +367,7 @@ class PowerSpeed : Powerup native
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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class PlayerSpeedTrail native
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class PlayerSpeedTrail : Actor
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{
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{
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Default
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Default
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{
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{
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@ -357,6 +376,15 @@ class PlayerSpeedTrail native
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Alpha 0.6;
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Alpha 0.6;
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RenderStyle "Translucent";
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RenderStyle "Translucent";
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}
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}
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override void Tick()
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{
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Alpha -= .6 / 8;
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if (Alpha <= 0)
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{
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Destroy ();
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}
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}
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}
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}
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class PowerMinotaur : Powerup native
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class PowerMinotaur : Powerup native
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@ -477,6 +505,8 @@ class MapRevealer : Inventory native {}
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class PuzzleItem : Inventory native
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class PuzzleItem : Inventory native
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{
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{
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native int PuzzleItemNumber;
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Default
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Default
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{
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{
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+NOGRAVITY
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+NOGRAVITY
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@ -549,6 +579,9 @@ class Weapon : StateProvider native
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class WeaponGiver : Weapon native
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class WeaponGiver : Weapon native
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{
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{
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native double DropAmmoFactor;
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Default
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Default
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{
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{
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Weapon.AmmoGive1 -1;
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Weapon.AmmoGive1 -1;
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@ -558,6 +591,9 @@ class WeaponGiver : Weapon native
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class WeaponHolder : Inventory native
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class WeaponHolder : Inventory native
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{
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{
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native int PieceMask;
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native Class<Actor> PieceWeapon;
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Default
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Default
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{
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{
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+NOBLOCKMAP
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+NOBLOCKMAP
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Reference in a new issue