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Merge branch 'master' of https://github.com/rheit/zdoom
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commit
8ef130c376
5 changed files with 21 additions and 15 deletions
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@ -334,11 +334,12 @@ enum
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.flags6 ---
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// --- mobj.flags7 ---
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
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// --- mobj.renderflags ---
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@ -457,7 +457,7 @@ int DThinker::TickThinkers (FThinkerList *list, FThinkerList *dest)
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node->PostBeginPlay();
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}
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else if (dest != NULL)
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{ // Move thinker from this list to the destination list
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{
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I_Error("There is a thinker in the fresh list that has already ticked.\n");
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}
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@ -15,7 +15,7 @@
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#if defined(_WIN32)
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#include "version.h" // for GAMENAME
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typedef HRESULT (*GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *);
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typedef HRESULT (WINAPI *GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *);
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//===========================================================================
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//
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@ -3525,19 +3525,23 @@ void AActor::Tick ()
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Destroy();
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return;
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}
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if (ObjectFlags & OF_JustSpawned && state->GetNoDelay())
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if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
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{
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly set the current state so that it calls its
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// action and chains 0-tic states.
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int starttics = tics;
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if (!SetState(state))
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return; // freed itself
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// If the initial state had a duration of 0 tics, let the next state run
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// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
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if (starttics > 0 && tics >= 0)
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flags7 &= ~MF7_HANDLENODELAY;
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if (state->GetNoDelay())
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{
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tics++;
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// For immediately spawned objects with the NoDelay flag set for their
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// Spawn state, explicitly set the current state so that it calls its
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// action and chains 0-tic states.
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int starttics = tics;
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if (!SetState(state))
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return; // freed itself
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// If the initial state had a duration of 0 tics, let the next state run
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// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
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else if (starttics > 0 && tics >= 0)
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{
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tics++;
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}
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}
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}
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// cycle through states, calling action functions at transitions
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@ -4024,6 +4028,7 @@ void AActor::PostBeginPlay ()
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Renderer->StateChanged(this);
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}
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PrevAngle = angle;
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flags7 |= MF7_HANDLENODELAY;
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}
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void AActor::MarkPrecacheSounds() const
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