mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +00:00
- Fixed: Crash when opening the player setup menu when you're so dead that
your head has popped off your body. - Fixed: When item respawning is on and you play on skill 1 or 5, picking up ammo would permanently double the amount of ammo received from that item the next time it gets picked up. - Added a check to PlayerIsGone() for players who have already had their actors destroyed before calling it. - Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color settings after playing back a demo. - Added DEM_SPRAY net command so that sprayed decals work in multiplayer and demos. - Changed DEM_GIVECHEAT to use a word for specifying the item quantity. This is useful mainly for giving yourself more than 255 health at a time. - Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand(). SVN r58 (trunk)
This commit is contained in:
parent
7e7ab6b4ec
commit
8ea6569de8
12 changed files with 118 additions and 79 deletions
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@ -1,4 +1,18 @@
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April 20, 2006
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- Fixed: Crash when opening the player setup menu when you're so dead that
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your head has popped off your body.
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- Fixed: When item respawning is on and you play on skill 1 or 5, picking
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up ammo would permanently double the amount of ammo received from that
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item the next time it gets picked up.
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- Added a check to PlayerIsGone() for players who have already had their
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actors destroyed before calling it.
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- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
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settings after playing back a demo.
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- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
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and demos.
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- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
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This is useful mainly for giving yourself more than 255 health at a time.
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- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().
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- Fixed compilation with mingw again.
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- Added multiple-choice sound sequences. These overcome one of the major
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deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
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@ -7,7 +21,7 @@ April 20, 2006
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- Moved the TArray serializer into farchive.h so that tarray.h doesn't need
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farchive.h at all because GCC was much pickier than VC. Because of this,
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I don't need the FArchive change I made yesterday that hid FArchive's
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TArray usses behind pointers.
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TArray uses behind pointers.
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- Added a countof macro to doomtype.h. See the1's blog to find out why
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it's implemented the way it is.
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<http://blogs.msdn.com/the1/articles/210011.aspx>
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@ -339,14 +339,14 @@ CCMD (give)
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Net_WriteByte (DEM_GIVECHEAT);
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Net_WriteString (argv[1]);
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if (argv.argc() > 2)
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Net_WriteByte (clamp (atoi (argv[2]), 1, 255));
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Net_WriteWord (clamp (atoi (argv[2]), 1, 32767));
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else
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Net_WriteByte (0);
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Net_WriteWord (0);
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}
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CCMD (gameversion)
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{
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Printf ("%d.%d : " __DATE__ "\n", GAMEVERSION / 100, GAMEVERSION % 100);
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Printf ("%s : " __DATE__ "\n", DOTVERSIONSTR);
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}
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CCMD (print)
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@ -49,6 +49,8 @@
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#include "d_gui.h"
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#include "templates.h"
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#include "p_acs.h"
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#include "p_trace.h"
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#include "a_sharedglobal.h"
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int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
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int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net);
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@ -619,9 +621,12 @@ void PlayerIsGone (int netnode, int netconsole)
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}
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// [RH] Make the player disappear
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P_DisconnectEffect (players[netconsole].mo);
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players[netconsole].mo->Destroy ();
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players[netconsole].mo = NULL;
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if (players[netconsole].mo != NULL)
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{
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P_DisconnectEffect (players[netconsole].mo);
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players[netconsole].mo->Destroy ();
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players[netconsole].mo = NULL;
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}
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// [RH] Let the scripts know the player left
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
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if (netconsole == Net_Arbitrator)
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@ -1419,7 +1424,7 @@ void D_ArbitrateNetStart (void)
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if (!nodeingame[node])
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{
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if (netbuffer[2] != GAMEVERSION)
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if (netbuffer[2] != NETGAMEVERSION)
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I_Error ("Different DOOM versions cannot play a net game!");
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playeringame[netbuffer[1]] = true;
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@ -1465,7 +1470,7 @@ void D_ArbitrateNetStart (void)
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break;
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}
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netbuffer[2] = GAMEVERSION;
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netbuffer[2] = NETGAMEVERSION;
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netbuffer[3] = playersdetected[0] >> 24;
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netbuffer[4] = playersdetected[0] >> 16;
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netbuffer[5] = playersdetected[0] >> 8;
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else
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{ // Send user info for all nodes
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netbuffer[0] = NCMD_SETUP+1;
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netbuffer[2] = GAMEVERSION;
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netbuffer[2] = NETGAMEVERSION;
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for (i = 1; i < doomcom->numnodes; ++i)
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{
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for (j = 0; j < doomcom->numnodes; ++j)
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@ -2000,7 +2005,7 @@ void Net_DoCommand (int type, byte **stream, int player)
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case DEM_GIVECHEAT:
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s = ReadString (stream);
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cht_Give (&players[player], s, ReadByte (stream));
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cht_Give (&players[player], s, ReadWord (stream));
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break;
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case DEM_WARPCHEAT:
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}
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break;
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case DEM_SPRAY:
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{
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FTraceResults trace;
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angle_t ang = players[player].mo->angle >> ANGLETOFINESHIFT;
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angle_t pitch = (angle_t)(players[player].mo->pitch) >> ANGLETOFINESHIFT;
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fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
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fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
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fixed_t vz = -finesine[pitch];
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s = ReadString (stream);
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if (Trace (players[player].mo->x, players[player].mo->y,
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players[player].mo->z + players[player].mo->height - (players[player].mo->height>>2),
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players[player].mo->Sector,
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vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo,
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trace, TRACE_NoSky))
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{
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if (trace.HitType == TRACE_HitWall)
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{
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DImpactDecal::StaticCreate (s,
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trace.X, trace.Y, trace.Z,
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sides + trace.Line->sidenum[trace.Side]);
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}
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}
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}
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break;
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case DEM_PAUSE:
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if (gamestate == GS_LEVEL)
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{
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@ -2241,7 +2274,7 @@ void Net_SkipCommand (int type, byte **stream)
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break;
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case DEM_GIVECHEAT:
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skip = strlen ((char *)(*stream)) + 2;
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skip = strlen ((char *)(*stream)) + 3;
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break;
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case DEM_MUSICCHANGE:
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case DEM_UINFCHANGED:
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case DEM_CHANGEMAP:
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case DEM_SUMMON:
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case DEM_SUMMONFRIEND:
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case DEM_SPRAY:
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skip = strlen ((char *)(*stream)) + 1;
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break;
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@ -109,7 +109,7 @@ enum EDemoCommand
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DEM_UINFCHANGED, // 8 User info changed
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DEM_SINFCHANGED, // 9 Server/Host info changed
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DEM_GENERICCHEAT, // 10 Next byte is cheat to apply (see next enum)
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DEM_GIVECHEAT, // 11 String: item to give, Byte: quantity
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DEM_GIVECHEAT, // 11 String: item to give, Word: quantity
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DEM_SAY, // 12 Byte: who to talk to, String: message to display
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DEM_DROPPLAYER, // 13 Not implemented, takes a byte
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DEM_CHANGEMAP, // 14 Name of map to change to
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DEM_WARPCHEAT, // 35 4 bytes: 2 for x, 2 for y
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DEM_CENTERVIEW, // 36
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DEM_SUMMONFRIEND, // 37 String: Thing to fabricate
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DEM_SPRAY, // 38 String: The decal to spray
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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// Write header chunk
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StartChunk (ZDHD_ID, &demo_p);
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WriteWord (GAMEVER, &demo_p); // Write ZDoom version
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WriteWord (DEMOGAMEVERSION, &demo_p); // Write ZDoom version
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*demo_p++ = 2; // Write minimum version needed to use this demo.
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*demo_p++ = 3; // (Useful?)
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for (i = 0; i < 8; i++) // Write name of map demo was recorded on.
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headerHit = true;
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demover = ReadWord (&demo_p); // ZDoom version demo was created with
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if (demover < 0x203)
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if (demover < MINDEMOVERSION)
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{
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Printf ("Demo requires an older version of ZDoom!\n");
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//return true;
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}
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if (ReadWord (&demo_p) > GAMEVER) // Minimum ZDoom version
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if (ReadWord (&demo_p) > DEMOGAMEVERSION) // Minimum ZDoom version
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{
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Printf ("Demo requires a newer version of ZDoom!\n");
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return true;
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===================
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*/
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EXTERN_CVAR (String, name)
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EXTERN_CVAR (Float, autoaim)
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EXTERN_CVAR (Color, color)
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BOOL G_CheckDemoStatus (void)
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{
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if (!demorecording)
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{ // [RH] Restore the player's userinfo settings.
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D_UserInfoChanged (&name);
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D_UserInfoChanged (&autoaim);
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D_UserInfoChanged (&color);
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D_SetupUserInfo();
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}
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if (demoplayback)
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@ -690,27 +690,8 @@ CCMD (spray)
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return;
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}
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FTraceResults trace;
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angle_t ang = m_Instigator->angle >> ANGLETOFINESHIFT;
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angle_t pitch = (angle_t)(m_Instigator->pitch) >> ANGLETOFINESHIFT;
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fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
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fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
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fixed_t vz = -finesine[pitch];
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if (Trace (m_Instigator->x, m_Instigator->y,
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m_Instigator->z + m_Instigator->height - (m_Instigator->height>>2),
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m_Instigator->Sector,
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vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, m_Instigator,
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trace, TRACE_NoSky))
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{
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if (trace.HitType == TRACE_HitWall)
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{
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DImpactDecal::StaticCreate (argv[1],
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trace.X, trace.Y, trace.Z,
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sides + trace.Line->sidenum[trace.Side]);
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}
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}
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Net_WriteByte (DEM_SPRAY);
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Net_WriteString (argv[1]);
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}
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class ADecal : public AActor
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@ -59,31 +59,6 @@ const TypeInfo *AAmmo::GetParentAmmo () const
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return type;
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}
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//===========================================================================
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//
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// AAmmo :: TryPickup
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//
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//===========================================================================
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bool AAmmo::TryPickup (AActor *toucher)
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{
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int count = Amount;
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{ // extra ammo in baby mode and nightmare mode
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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Amount <<= 1;
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else
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Amount += Amount >> 1;
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}
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if (!Super::TryPickup (toucher))
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{
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Amount = count;
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return false;
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}
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return true;
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}
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//===========================================================================
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//
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// AAmmo :: HandlePickup
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{
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if (Amount < MaxAmount)
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{
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int receiving = item->Amount;
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// extra ammo in baby mode and nightmare mode
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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receiving <<= 1;
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else
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receiving += receiving >> 1;
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}
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int oldamount = Amount;
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Amount += item->Amount;
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Amount += receiving;
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if (Amount > MaxAmount)
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{
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Amount = MaxAmount;
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@ -143,6 +128,16 @@ bool AAmmo::HandlePickup (AInventory *item)
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AInventory *AAmmo::CreateCopy (AActor *other)
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{
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AInventory *copy;
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int amount = Amount;
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// extra ammo in baby mode and nightmare mode
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if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
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{
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if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
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amount <<= 1;
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else
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amount += amount >> 1;
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}
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if (GetClass()->ParentType != RUNTIME_CLASS(AAmmo))
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{
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@ -152,12 +147,13 @@ AInventory *AAmmo::CreateCopy (AActor *other)
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Destroy ();
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}
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copy = static_cast<AInventory *>(Spawn (type, 0, 0, 0));
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copy->Amount = Amount;
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copy->Amount = amount;
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copy->BecomeItem ();
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}
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else
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{
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copy = Super::CreateCopy (other);
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copy->Amount = amount;
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}
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if (copy->Amount > copy->MaxAmount)
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{ // Don't pick up more ammo than you're supposed to be able to carry.
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@ -171,7 +171,6 @@ class AAmmo : public AInventory
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DECLARE_STATELESS_ACTOR (AAmmo, AInventory)
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public:
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void Serialize (FArchive &arc);
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bool TryPickup (AActor *toucher);
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AInventory *CreateCopy (AActor *other);
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bool HandlePickup (AInventory *item);
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const TypeInfo *GetParentAmmo () const;
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@ -1243,7 +1243,7 @@ void FBaseStatusBar::Draw (EHudState state)
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void FBaseStatusBar::DrawTopStuff (EHudState state)
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{
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if (demoplayback && demover != GAMEVER)
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if (demoplayback && demover != DEMOGAMEVERSION)
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{
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screen->DrawText (CR_TAN, 0, ST_Y - 40 * CleanYfac,
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"Demo was recorded with a different version\n"
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@ -493,7 +493,7 @@ void FGameConfigFile::ArchiveGlobalData ()
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{
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SetSection ("LastRun", true);
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ClearCurrentSection ();
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SetValueForKey ("Version", STRVERSION);
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SetValueForKey ("Version", LASTRUNVERSION);
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SetSection ("GlobalSettings", true);
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ClearCurrentSection ();
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@ -1792,7 +1792,7 @@ void M_PlayerSetup (void)
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{
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PlayerClass = RUNTIME_TYPE(players[consoleplayer].mo);
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}
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PlayerState = GetDefaultByType (PlayerClass)->SeeState;
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PlayerState = GetDefaultByType (PlayerClass)->SpawnState;
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PlayerTics = PlayerState->GetTics();
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if (FireScreen == NULL)
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FireScreen = new DSimpleCanvas (144, 160);
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@ -34,17 +34,36 @@
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#ifndef __VERSION_H__
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#define __VERSION_H__
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// Lots of different representations for the version number
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enum { GAMEVERSION = 205 };
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#define STRVERSION "205"
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/** Lots of different version numbers **/
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// The version string the user actually sees.
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#define DOTVERSIONSTR "2.0.99"
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#define GAMEVER (2*256+3)
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 206
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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// be able to migrate in FGameConfigFile::DoGlobalSetup().
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#define LASTRUNVERSION "205"
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x204
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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#define MINDEMOVERSION 0x204
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// SAVEVER is the version of the information stored in level snapshots.
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// Note that SAVEVER is not directly comparable to VERSION.
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// SAVESIG should match SAVEVER.
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#define SAVEVER 232
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#define SAVESIG "ZDOOMSAVE232"
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// This is so that derivates can use the same savegame versions without worrying about engine compatibility
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#define GAMESIG "ZDOOM"
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