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- Added TF_FORCED for A_Teleport. Forces the actor to move to the spot.
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2 changed files with 19 additions and 3 deletions
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@ -4054,6 +4054,7 @@ enum T_Flags
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{
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TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
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TF_FORCED = 4, // Forget what's in the way. TF_Telefrag takes precedence though.
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
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@ -4103,7 +4104,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
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fixed_t prevX = self->x;
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fixed_t prevY = self->y;
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fixed_t prevZ = self->z;
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if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
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bool teleResult = false;
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//Take precedence and cooperate with telefragging first.
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if (P_TeleportMove(self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
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teleResult = true;
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if ((!(teleResult)) && (Flags & TF_FORCED))
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{
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//If for some reason the original move didn't work, regardless of telefrag, force it to move.
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self->SetOrigin(spot->x, spot->y, spot->z);
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teleResult = true;
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}
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if (teleResult)
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{
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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@ -4509,7 +4523,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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self->PrevY = self->y + reference->PrevY - reference->y;
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self->PrevZ = self->z + reference->PrevZ - reference->z;
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}
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else if (! (flags & WARPF_INTERPOLATE))
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else if (!(flags & WARPF_INTERPOLATE))
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{
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self->PrevX = self->x;
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self->PrevY = self->y;
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@ -181,7 +181,9 @@ const int FPF_AIMATANGLE = 1;
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const int FPF_TRANSFERTRANSLATION = 2;
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// Flags for A_Teleport
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const int TF_TELEFRAG = 1;const int TF_RANDOMDECIDE = 2;
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const int TF_TELEFRAG = 1;
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const int TF_RANDOMDECIDE = 2;
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const int TF_FORCED = 4;
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// Flags for A_WolfAttack
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const int WAF_NORANDOM = 1;
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