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https://github.com/ZDoom/qzdoom.git
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Merge branch 'maint' into scripting
This commit is contained in:
commit
909ec2e35a
8 changed files with 122 additions and 57 deletions
157
src/am_map.cpp
157
src/am_map.cpp
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@ -204,6 +204,7 @@ CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
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CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE);
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static int bigstate = 0;
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@ -412,6 +413,9 @@ static bool stopped = true;
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static void AM_calcMinMaxMtoF();
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static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
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INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle renderstyle);
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void AM_rotatePoint (fixed_t *x, fixed_t *y);
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void AM_rotate (fixed_t *x, fixed_t *y, angle_t an);
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void AM_doFollowPlayer ();
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@ -2193,6 +2197,12 @@ AM_drawLineCharacter
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void AM_drawPlayers ()
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{
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if (am_cheat >= 2 && am_showthingsprites > 0)
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{
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// Player sprites are drawn with the others
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return;
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}
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mpoint_t pt;
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angle_t angle;
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int i;
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@ -2328,7 +2338,6 @@ void AM_drawKeys ()
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//
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//
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//=============================================================================
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void AM_drawThings ()
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{
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AMColor color;
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@ -2344,74 +2353,112 @@ void AM_drawThings ()
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{
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p.x = t->x >> FRACTOMAPBITS;
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p.y = t->y >> FRACTOMAPBITS;
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angle = t->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_showthingsprites > 0 && t->sprite > 0)
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{
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AM_rotatePoint (&p.x, &p.y);
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angle += ANG90 - players[consoleplayer].camera->angle;
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}
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FTexture *texture = NULL;
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spriteframe_t *frame;
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angle_t rotation = 0;
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color = ThingColor;
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// use separate colors for special thing types
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if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
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{
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if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
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else color = ThingColor_Monster;
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}
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else if (t->flags&MF_SPECIAL)
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{
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// Find the key's own color.
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
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// try all modes backwards until a valid texture has been found.
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for(int show = am_showthingsprites; show > 0 && texture == NULL; show--)
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{
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if (G_SkillProperty(SKILLP_EasyKey))
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{
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// Already drawn by AM_drawKeys(), so don't draw again
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color.Index = -1;
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}
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else if (am_showkeys)
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{
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int P_GetMapColorForKey (AInventory * key);
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
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const spritedef_t& sprite = sprites[t->sprite];
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = ThingColor_CountItem;
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
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color.Index = -1;
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}
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else
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frame = &SpriteFrames[spriteIndex];
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angle_t angle = ANGLE_270 - t->angle;
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if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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color = ThingColor_Item;
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angle += players[consoleplayer].camera->angle - ANGLE_90;
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}
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rotation = angle >> 28;
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
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texture = TexMan(textureID);
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}
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else if (t->flags&MF_COUNTITEM)
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color = ThingColor_CountItem;
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else
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color = ThingColor_Item;
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}
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if (color.Index != -1)
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{
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AM_drawLineCharacter
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(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
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16<<MAPBITS, angle, color, p.x, p.y);
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}
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if (texture == NULL) goto drawTriangle; // fall back to standard display if no sprite can be found.
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if (am_cheat >= 3)
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const fixed_t spriteScale = 10 * scale_mtof;
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
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spriteScale, spriteScale, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
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}
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else
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{
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static const mline_t box[4] =
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drawTriangle:
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angle = t->angle;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
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{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
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{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
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{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
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};
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AM_rotatePoint (&p.x, &p.y);
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angle += ANG90 - players[consoleplayer].camera->angle;
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}
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AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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color = ThingColor;
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// use separate colors for special thing types
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if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
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{
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if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
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else color = ThingColor_Monster;
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}
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else if (t->flags&MF_SPECIAL)
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{
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// Find the key's own color.
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
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{
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if (G_SkillProperty(SKILLP_EasyKey))
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{
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// Already drawn by AM_drawKeys(), so don't draw again
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color.Index = -1;
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}
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else if (am_showkeys)
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{
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int P_GetMapColorForKey (AInventory * key);
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = ThingColor_CountItem;
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
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color.Index = -1;
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}
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else
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{
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color = ThingColor_Item;
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}
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}
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else if (t->flags&MF_COUNTITEM)
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color = ThingColor_CountItem;
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else
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color = ThingColor_Item;
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}
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if (color.Index != -1)
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{
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AM_drawLineCharacter
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(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
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16<<MAPBITS, angle, color, p.x, p.y);
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}
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if (am_cheat >= 3)
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{
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static const mline_t box[4] =
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{
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{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
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{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
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{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
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{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
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};
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AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
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}
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}
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t = t->snext;
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}
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}
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@ -643,7 +643,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage += (pr_bfgspray() & 7) + 1;
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash));
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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spray != NULL && (spray->flags3 & MF3_FOILINVUL)? DMG_FOILINVUL : 0);
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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}
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return 0;
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@ -958,6 +958,7 @@ public:
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if (CurNode->SpeakerName != NULL)
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{
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speakerName = CurNode->SpeakerName;
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if (speakerName[0] == '$') speakerName = GStrings(speakerName+1);
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}
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else
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{
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@ -960,7 +960,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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{ // actor is invulnerable
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if (target->player == NULL)
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{
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if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
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if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
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{
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return -1;
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}
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@ -558,6 +558,7 @@ enum EDmgFlags
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DMG_FORCED = 8,
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DMG_NO_FACTOR = 16,
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DMG_PLAYERATTACK = 32,
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DMG_FOILINVUL = 64,
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};
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@ -1891,6 +1891,7 @@ enum SIX_Flags
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SIXF_TRANSFERSCALE = 1 << 14,
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SIXF_TRANSFERSPECIAL = 1 << 15,
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SIXF_CLEARCALLERSPECIAL = 1 << 16,
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SIXF_TRANSFERSTENCILCOL = 1 << 17,
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};
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static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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@ -2003,6 +2004,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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self->special = 0;
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memset(self->args, 0, sizeof(self->args));
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}
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if (flags & SIXF_TRANSFERSTENCILCOL)
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{
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mo->fillcolor = self->fillcolor;
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}
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return true;
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}
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@ -59,6 +59,7 @@ const int SXF_MULTIPLYSPEED = 8192;
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const int SXF_TRANSFERSCALE = 16384;
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const int SXF_TRANSFERSPECIAL = 32768;
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const int SXF_CLEARCALLERSPECIAL = 65536;
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const int SXF_TRANSFERSTENCILCOL = 131072;
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// Flags for A_Chase
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const int CHF_FASTCHASE = 1;
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@ -912,6 +912,14 @@ OptionValue MaplabelTypes
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2, "Not for hubs"
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}
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OptionValue STSTypes
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{
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0, "Off"
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1, "Front"
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2, "Animated"
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3, "Rotated"
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}
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OptionMenu AutomapOptions
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{
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Title "AUTOMAP OPTIONS"
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@ -934,6 +942,7 @@ OptionMenu AutomapOptions
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Option "Draw map background", "am_drawmapback", "OnOff"
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Option "Show keys (cheat)", "am_showkeys", "OnOff"
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Option "Show trigger lines", "am_showtriggerlines", "OnOff"
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Option "Show things as sprites", "am_showthingsprites", "STSTypes"
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}
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//-------------------------------------------------------------------------------------------
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