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https://github.com/ZDoom/qzdoom.git
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Merge pull request #4 from rheit/master
This commit is contained in:
commit
7a6e704af6
12 changed files with 180 additions and 43 deletions
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@ -92,30 +92,33 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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linedef
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{
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alpha = <float>; // Translucency of this line, default is 1.0
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renderstyle = <string>; // Render style, can be "translucent" or "add",
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// default is "translucent".
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playeruseback = <bool>; // New SPAC flag, true = player can use from back side.
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anycross = <bool>; // New SPAC flag, true = any non-projectile
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// crossing will trigger this line
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monsteractivate = <bool>; // Monsters can trigger this line.
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// For compatibility only because this flag's
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// semantics can not be fully reproduced with
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// explicit trigger flags.
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blockplayers = <bool>; // Line blocks players' movement.
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blockeverything = <bool>; // Line blocks everything.
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firstsideonly = <bool>; // Line can only be triggered from the front side.
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zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
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clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Line's mid textures are wrapped.
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midtex3d = <bool>; // Actors can walk on mid texture.
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checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>;// Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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blockhitscan = <bool>; // Line blocks hitscan attacks
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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alpha = <float>; // Translucency of this line, default is 1.0
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renderstyle = <string>; // Render style, can be "translucent" or "add",
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// default is "translucent".
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playeruseback = <bool> ; // New SPAC flag, true = player can use from back side.
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anycross = <bool>; // New SPAC flag, true = any non-projectile
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// crossing will trigger this line
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monsteractivate = <bool>; // Monsters can trigger this line.
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// For compatibility only because this flag's
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// semantics can not be fully reproduced with
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// explicit trigger flags.
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blockplayers = <bool>; // Line blocks players' movement.
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blockeverything = <bool>; // Line blocks everything.
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firstsideonly = <bool>; // Line can only be triggered from the front side.
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zoneboundary = <bool>; // Line is a boundary for sound reverb zones.
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clipmidtex = <bool>; // Line's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Line's mid textures are wrapped.
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midtex3d = <bool>; // Actors can walk on mid texture.
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midtex3dimpassible = <bool>;// Used in conjuction with midtex3d - causes the mid
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// texture to behave like an impassible line (projectiles
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// pass through it).
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checkswitchrange = <bool>; // Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>; // Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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blockhitscan = <bool>; // Line blocks hitscan attacks
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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@ -56,6 +56,13 @@ AActor *COPY_AAPTR(AActor *origin, int selector)
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case AAPTR_TRACER: return origin->tracer;
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case AAPTR_FRIENDPLAYER:
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return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
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case AAPTR_GET_LINETARGET:
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{
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AActor *gettarget = NULL;
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P_BulletSlope(origin, &gettarget);
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return gettarget;
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}
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}
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}
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@ -36,12 +36,13 @@ enum AAPTR
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AAPTR_PLAYER8 = 0x2000,
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AAPTR_FRIENDPLAYER = 0x4000,
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AAPTR_GET_LINETARGET = 0x8000,
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AAPTR_PLAYER_SELECTORS =
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AAPTR_PLAYER_GETTARGET|AAPTR_PLAYER_GETCONVERSATION,
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AAPTR_GENERAL_SELECTORS =
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AAPTR_TARGET|AAPTR_MASTER|AAPTR_TRACER|AAPTR_FRIENDPLAYER,
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AAPTR_TARGET|AAPTR_MASTER|AAPTR_TRACER|AAPTR_FRIENDPLAYER|AAPTR_GET_LINETARGET,
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AAPTR_STATIC_SELECTORS =
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AAPTR_PLAYER1|AAPTR_PLAYER2|AAPTR_PLAYER3|AAPTR_PLAYER4|
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@ -162,6 +162,7 @@ enum ELineFlags
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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@ -299,6 +299,7 @@ xx(ACS_NamedExecuteWithResult)
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xx(CallACS)
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xx(Sqrt)
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xx(CheckClass)
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xx(IsPointerEqual)
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// Various actor names which are used internally
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xx(MapSpot)
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@ -419,6 +420,7 @@ xx(Passuse)
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xx(Repeatspecial)
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xx(Conversation)
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xx(Locknumber)
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xx(Midtex3dimpassible)
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xx(Playercross)
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xx(Playeruse)
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@ -597,4 +599,4 @@ xx(NeverSwitchOnPickup)
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xx(MoveBob)
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xx(StillBob)
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xx(PlayerClass)
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xx(Wi_NoAutostartMap)
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xx(Wi_NoAutostartMap)
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@ -258,6 +258,13 @@ bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, f
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, FLineOpening &open, bool restrict)
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{
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// [TP] Impassible-like 3dmidtextures do not block missiles
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if ((linedef->flags & ML_3DMIDTEX_IMPASS)
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&& (thing->flags & MF_MISSILE || thing->BounceFlags & BOUNCE_MBF))
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{
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return false;
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}
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fixed_t tt, tb;
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open.abovemidtex = false;
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@ -4373,6 +4373,8 @@ enum EACSFunctions
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ACSF_GetArmorInfo,
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ACSF_DropInventory,
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ACSF_PickActor,
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ACSF_IsPointerEqual,
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ACSF_CanRaiseActor,
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -5630,6 +5632,42 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
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break;
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case ACSF_IsPointerEqual:
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{
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int tid1 = 0, tid2 = 0;
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switch (argCount)
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{
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case 4: tid2 = args[3];
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case 3: tid1 = args[2];
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}
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actor = SingleActorFromTID(tid1, activator);
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AActor * actor2 = tid2 == tid1 ? actor : SingleActorFromTID(tid2, activator);
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return COPY_AAPTR(actor, args[0]) == COPY_AAPTR(actor2, args[1]);
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}
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break;
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case ACSF_CanRaiseActor:
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if (argCount >= 1) {
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if (args[0] == 0) {
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actor = SingleActorFromTID(args[0], activator);
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if (actor != NULL) {
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return P_Thing_CanRaise(actor);
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}
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}
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FActorIterator iterator(args[0]);
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bool canraiseall = false;
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while ((actor = iterator.Next()))
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{
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canraiseall = !P_Thing_CanRaise(actor) | canraiseall;
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}
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return !canraiseall;
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}
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break;
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default:
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break;
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}
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@ -171,6 +171,7 @@ int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob);
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void P_RemoveThing(AActor * actor);
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bool P_Thing_Raise(AActor *thing);
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bool P_Thing_CanRaise(AActor *thing);
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const PClass *P_GetSpawnableType(int spawnnum);
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//
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@ -445,6 +445,40 @@ bool P_Thing_Raise(AActor *thing)
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return true;
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}
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bool P_Thing_CanRaise(AActor *thing)
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{
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return false;
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}
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AActor *info = thing->GetDefault();
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// Check against real height and radius
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int oldflags = thing->flags;
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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thing->flags |= MF_SOLID;
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thing->height = info->height;
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thing->radius = info->radius;
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bool check = P_CheckPosition (thing, thing->x, thing->y);
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// Restore checked properties
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thing->flags = oldflags;
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thing->radius = oldradius;
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thing->height = oldheight;
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if (!check)
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{
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return false;
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}
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return true;
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}
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void P_Thing_SetVelocity(AActor *actor, fixed_t vx, fixed_t vy, fixed_t vz, bool add, bool setbob)
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{
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if (actor != NULL)
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@ -1030,11 +1030,16 @@ public:
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Flag(ld->flags, ML_BLOCKHITSCAN, key);
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continue;
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// [Dusk] lock number
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// [TP] Locks the special with a key
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case NAME_Locknumber:
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ld->locknumber = CheckInt(key);
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continue;
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// [TP] Causes a 3d midtex to behave like an impassible line
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case NAME_Midtex3dimpassible:
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Flag(ld->flags, ML_3DMIDTEX_IMPASS, key);
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continue;
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default:
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break;
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}
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@ -1081,6 +1086,10 @@ public:
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{
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ld->args[1] = -FName(arg1str);
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}
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if ((ld->flags & ML_3DMIDTEX_IMPASS) && !(ld->flags & ML_3DMIDTEX)) // [TP]
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{
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Printf ("Line %d has midtex3dimpassible without midtex3d.\n", index);
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}
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}
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//===========================================================================
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@ -260,4 +260,37 @@ class FxGlobalFunctionCall_CheckClass : public FxGlobalFunctionCall
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}
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};
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GLOBALFUNCTION_ADDER(CheckClass);
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GLOBALFUNCTION_ADDER(CheckClass);
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//==========================================================================
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//
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// Function: ispointerequal
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//
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//==========================================================================
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class FxGlobalFunctionCall_IsPointerEqual : public FxGlobalFunctionCall
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{
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public:
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GLOBALFUNCTION_DEFINE(IsPointerEqual);
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FxExpression *Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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if (!ResolveArgs(ctx, 2, 2, true))
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return NULL;
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ValueType = VAL_Int;
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return this;
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}
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ExpVal EvalExpression(AActor *self)
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{
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ExpVal ret;
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ret.Type = VAL_Int;
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ret.Int = COPY_AAPTR(self, (*ArgList)[0]->EvalExpression(self).GetInt()) == COPY_AAPTR(self, (*ArgList)[1]->EvalExpression(self).GetInt());
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return ret;
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}
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};
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GLOBALFUNCTION_ADDER(IsPointerEqual);
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@ -279,24 +279,25 @@ Const Int BLOCKF_USE = 128;
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// Pointer constants, bitfield-enabled
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Const Int AAPTR_DEFAULT = 0;
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Const Int AAPTR_NULL = 1;
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Const Int AAPTR_TARGET = 2;
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Const Int AAPTR_MASTER = 4;
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Const Int AAPTR_TRACER = 8;
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Const Int AAPTR_NULL = 0x1;
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Const Int AAPTR_TARGET = 0x2;
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Const Int AAPTR_MASTER = 0x4;
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Const Int AAPTR_TRACER = 0x8;
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Const Int AAPTR_PLAYER_GETTARGET = 16;
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Const Int AAPTR_PLAYER_GETCONVERSATION = 32;
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Const Int AAPTR_PLAYER_GETTARGET = 0x10;
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Const Int AAPTR_PLAYER_GETCONVERSATION = 0x20;
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Const Int AAPTR_PLAYER1 = 64;
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Const Int AAPTR_PLAYER2 = 128;
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Const Int AAPTR_PLAYER3 = 256;
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Const Int AAPTR_PLAYER4 = 512;
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Const Int AAPTR_PLAYER5 = 1024;
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Const Int AAPTR_PLAYER6 = 2048;
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Const Int AAPTR_PLAYER7 = 4096;
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Const Int AAPTR_PLAYER8 = 8192;
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Const Int AAPTR_PLAYER1 = 0x40;
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Const Int AAPTR_PLAYER2 = 0x80;
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Const Int AAPTR_PLAYER3 = 0x100;
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Const Int AAPTR_PLAYER4 = 0x200;
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Const Int AAPTR_PLAYER5 = 0x400;
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Const Int AAPTR_PLAYER6 = 0x800;
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Const Int AAPTR_PLAYER7 = 0x1000;
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Const Int AAPTR_PLAYER8 = 0x2000;
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Const Int AAPTR_FRIENDPLAYER = 16384;
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Const Int AAPTR_FRIENDPLAYER = 0x4000;
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Const Int AAPTR_LINETARGET = 0x8000;
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// Pointer operation flags
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