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- Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable for this. This also required that CopyPlayer preserves this info. - Fixed: When restarting the music there was a NULL pointer check missing so it crashed when the game was started wi - Fixed: If the Use key is used to respawn the player it must be cleared so that it doesn't trigger any subsequent actions after respawning. - Fixed: Resurrecting a monster did not restore flags5 and flags6. - Fixed: Projectiles which killed a non-monster were unable to determine what precisely they hit because MF_CORPSE is only valid for monsters. A new flag, MF6_KILLED that gets set for all objects that die, was added for this case. - Added a generic A_Weave function that exposes all possible options of A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are no longer needed from DECORATE and therefore deprecated. SVN r2045 (trunk)
This commit is contained in:
parent
b3986a0235
commit
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16 changed files with 102 additions and 51 deletions
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@ -1,3 +1,20 @@
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December 25, 2009 (Changes by Graf Zahl)
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- Reintroduced Doom.exe's player_t::usedown variable so that respawning a
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player does not immediately activate switches. oldbuttons was not usable
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for this. This also required that CopyPlayer preserves this info.
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- Fixed: When restarting the music there was a NULL pointer check missing
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so it crashed when the game was started wi
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- Fixed: If the Use key is used to respawn the player it must be cleared
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so that it doesn't trigger any subsequent actions after respawning.
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- Fixed: Resurrecting a monster did not restore flags5 and flags6.
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- Fixed: Projectiles which killed a non-monster were unable to determine
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what precisely they hit because MF_CORPSE is only valid for monsters.
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A new flag, MF6_KILLED that gets set for all objects that die, was added
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for this case.
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- Added a generic A_Weave function that exposes all possible options of
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A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
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no longer needed from DECORATE and therefore deprecated.
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December 24, 2009
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- The options menu no longer scales up so quickly, so it can fit wider text
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onscreen. In addition, it now uses the whole height available to it. Also,
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@ -318,6 +318,7 @@ enum
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MF6_LINEDONE = 0x00008000, // From MBF: Object has already run a line effect
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MF6_NOTRIGGER = 0x00010000, // actor cannot trigger any line actions
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MF6_SHATTERING = 0x00020000, // marks an ice corpse for forced shattering
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MF6_KILLED = 0x00040000, // Something that was killed (but not necessarily a corpse)
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// --- mobj.renderflags ---
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@ -81,7 +81,6 @@ static bool C_TabCompleteList ();
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static bool TabbedLast; // True if last key pressed was tab
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static bool TabbedList; // True if tab list was shown
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CVAR (Bool, con_notablist, false, CVAR_ARCHIVE)
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CVAR (Bool, con_ticker, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static FTextureID conback;
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static DWORD conshade;
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@ -1105,23 +1104,17 @@ static void C_DrawNotifyText ()
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void C_InitTicker (const char *label, unsigned int max, bool showpercent)
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{
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if (con_ticker)
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{
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TickerPercent = showpercent;
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TickerMax = max;
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TickerLabel = label;
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TickerAt = 0;
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maybedrawnow (true, false);
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}
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}
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void C_SetTicker (unsigned int at, bool forceUpdate)
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{
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if (con_ticker)
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{
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TickerAt = at > TickerMax ? TickerMax : at;
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maybedrawnow (true, TickerVisible ? forceUpdate : false);
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}
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}
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void C_DrawConsole (bool hw2d)
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@ -276,6 +276,7 @@ public:
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bool centering;
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BYTE turnticks;
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bool attackdown;
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bool usedown;
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DWORD oldbuttons;
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int health; // only used between levels, mo->health
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// is used during levels
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@ -1316,7 +1316,7 @@ void G_PlayerReborn (int player)
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p->skill = b_skill; //Added by MC:
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p->oldbuttons = ~0, p->attackdown = true; // don't do anything immediately
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p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
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p->original_oldbuttons = ~0;
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p->playerstate = PST_LIVE;
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@ -72,25 +72,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
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DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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// since these values are now user configurable we have to do a proper range check to avoid array overflows.
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weaveXY = self->WeaveIndexXY & 63;
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weaveZ = self->WeaveIndexZ & 63;
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angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
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newX = self->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY = self->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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weaveXY = (weaveXY + 2) & 63;
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newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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P_TryMove (self, newX, newY, true);
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self->z -= FloatBobOffsets[weaveZ];
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weaveZ = (weaveZ + 2) & 63;
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self->z += FloatBobOffsets[weaveZ];
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self->WeaveIndexXY = weaveXY;
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self->WeaveIndexZ = weaveZ;
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A_Weave(self, 2, 2, 2*FRACUNIT, FRACUNIT);
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}
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//============================================================================
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@ -153,20 +153,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
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{
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fixed_t newX, newY;
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int weaveXY;
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int angle;
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// since these values are now user configurable we have to do a proper range check to avoid array overflows.
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weaveXY = self->WeaveIndexXY & 63;
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angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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newX = self->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newY = self->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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weaveXY = (weaveXY+3)&63;
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newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]);
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newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]);
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P_TryMove (self, newX, newY, true);
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self->WeaveIndexXY = weaveXY;
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A_Weave(self, 3, 0, FRACUNIT, 0);
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}
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//============================================================================
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@ -348,6 +348,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BellReset2)
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{
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self->flags |= MF_SHOOTABLE;
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self->flags &= ~MF_CORPSE;
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self->flags6 &= ~MF6_KILLED;
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self->health = 5;
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}
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@ -54,6 +54,7 @@ void P_NewChaseDir (AActor *actor);
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AInventory *P_DropItem (AActor *source, const PClass *type, int special, int chance);
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void P_TossItem (AActor *item);
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bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params);
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void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist);
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DECLARE_ACTION(A_Look)
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DECLARE_ACTION(A_Wander)
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@ -396,6 +396,8 @@ void AActor::Die (AActor *source, AActor *inflictor)
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// be revived by an Arch-Vile. Batman Doom needs this.
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flags |= MF_CORPSE;
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}
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flags6 |= MF6_KILLED;
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// [RH] Allow the death height to be overridden using metadata.
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fixed_t metaheight = 0;
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if (DamageType == NAME_Fire)
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FState *nextstate=NULL;
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if (target != NULL && target->flags & (MF_SHOOTABLE|MF_CORPSE))
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if (target != NULL && ((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_KILLED)) )
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{
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if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
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void AActor::Crash()
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{
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if ((flags & MF_CORPSE) &&
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if ((flags6 & MF6_KILLED) &&
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!(flags3 & MF3_CRASHED) &&
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!(flags & MF_ICECORPSE))
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{
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@ -244,6 +244,8 @@ static void CopyPlayer (player_t *dst, player_t *src, const char *name)
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// needs to come from the save for bots.
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userinfo_t uibackup = dst->userinfo;
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int chasecam = dst->cheats & CF_CHASECAM; // Remember the chasecam setting
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bool attackdown = dst->attackdown;
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bool usedown = dst->usedown;
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*dst = *src;
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dst->cheats |= chasecam;
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{
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dst->mo->player = dst;
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}
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// These 2 variables may not be overwritten.
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dst->attackdown = attackdown;
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dst->usedown = usedown;
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}
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static void SpawnExtraPlayers ()
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@ -466,6 +466,8 @@ bool P_Thing_Raise(AActor *thing)
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thing->flags2 = info->flags2;
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thing->flags3 = info->flags3;
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thing->flags4 = info->flags4;
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thing->flags5 = info->flags5;
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thing->flags6 = info->flags6;
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thing->health = info->health;
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thing->target = NULL;
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thing->lastenemy = NULL;
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@ -222,6 +222,7 @@ player_t::player_t()
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centering(0),
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turnticks(0),
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attackdown(0),
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usedown(0),
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oldbuttons(0),
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health(0),
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inventorytics(0),
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}
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}
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// check for use
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if ((cmd->ucmd.buttons & BT_USE) && !(player->oldbuttons & BT_USE))
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if ((cmd->ucmd.buttons & BT_USE) && !player->usedown)
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{
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player->usedown = true;
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P_UseLines (player);
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}
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else
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{
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player->usedown = false;
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}
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// Morph counter
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if (player->morphTics)
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{
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}
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if (!mus_playing.name.IsEmpty() &&
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mus_playing.handle != NULL &&
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stricmp (mus_playing.name, musicname) == 0 &&
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mus_playing.handle->m_Looping == looping)
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{
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@ -3019,6 +3019,58 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
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P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
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}
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//===========================================================================
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//
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// A_Weave
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//
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//===========================================================================
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void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdist)
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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fixed_t dist;
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weaveXY = self->WeaveIndexXY & 63;
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weaveZ = self->WeaveIndexZ & 63;
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angle = (self->angle + ANG90) >> ANGLETOFINESHIFT;
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if (xydist != 0 && xyspeed != 0)
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{
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dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
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newX = self->x - FixedMul (finecosine[angle], dist);
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newY = self->y - FixedMul (finesine[angle], dist);
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weaveXY = (weaveXY + xyspeed) & 63;
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dist = FixedMul(FloatBobOffsets[weaveXY], xydist);
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newX += FixedMul (finecosine[angle], dist);
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newY += FixedMul (finesine[angle], dist);
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P_TryMove (self, newX, newY, true);
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self->WeaveIndexXY = weaveXY;
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}
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if (zdist != 0 && zspeed != 0)
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{
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self->z -= FixedMul(FloatBobOffsets[weaveZ], zdist);
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weaveZ = (weaveZ + zspeed) & 63;
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self->z += FixedMul(FloatBobOffsets[weaveZ], zdist);
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self->WeaveIndexZ = weaveZ;
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
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{
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ACTION_PARAM_START(4);
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ACTION_PARAM_INT(xspeed, 0);
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ACTION_PARAM_INT(yspeed, 1);
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ACTION_PARAM_FIXED(xdist, 2);
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ACTION_PARAM_FIXED(ydist, 3);
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A_Weave(self, xspeed, yspeed, xdist, ydist);
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}
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//===========================================================================
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//
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// A_LineEffect
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