mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- Added a show_obituaries option to disable obituaries without disabling
other more important message types which have lower priority for some reason. - Added a menu option for show_messages after accidentally switching it off far too often and wondering why no messages appear. - Added crouching DoomPlayer sprites submitted by Enjay. - Fixed DF_NO_CROUCH was not checked. - Fixed: The intermission script parser had some of its cases in the keyword parser incorrectly sorted. - Fixed: atterm was still defined to take a STACK_ARGS function argument. - Added an AltFlash state for weapons. - Turned FloatSpeed into an actor property and changed the value to 5 for all floating Strife actors, as a comment in the source indicated. (r114 below): - Added GZDoom's code for Vavoom slope things because I wanted to test something with a map from Silent Steel. - Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH dmflag. - Added GZDoom's crouching code after cleaning it up so that adding crouching sprites will be easier. SVN r115 (trunk)
This commit is contained in:
parent
caed57baa5
commit
afd6a1258f
62 changed files with 195 additions and 16 deletions
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@ -1,4 +1,14 @@
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May 14, 2006 (Changes by Graf Zahl)
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- Added a show_obituaries option to disable obituaries without disabling
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other more important message types which have lower priority for some
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reason.
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- Added a menu option for show_messages after accidentally switching it
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off far too often and wondering why no messages appear.
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- Added crouching DoomPlayer sprites submitted by Enjay.
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- Fixed DF_NO_CROUCH was not checked.
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- Fixed: The intermission script parser had some of its cases in the
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keyword parser incorrectly sorted.
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- Fixed: atterm was still defined to take a STACK_ARGS function argument.
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- Added an AltFlash state for weapons.
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- Turned FloatSpeed into an actor property and changed the value to 5
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for all floating Strife actors, as a comment in the source indicated.
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@ -87,6 +87,7 @@ public:
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void Die (AActor *source, AActor *inflictor);
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fixed_t JumpZ; // [GRB] Variable JumpZ
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int crouchsprite;
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};
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class APlayerChunk : public APlayerPawn
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@ -6,6 +6,7 @@
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#include "a_action.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "w_wad.h"
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void A_Pain (AActor *);
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void A_PlayerScream (AActor *);
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@ -74,6 +75,9 @@ FState ADoomPlayer::States[] =
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S_NORMAL (PLAY, 'W', 5, NULL , &States[S_HTIC_XDIE+8]),
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S_NORMAL (PLAY, 'X', 5, NULL , &States[S_HTIC_XDIE+9]),
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S_NORMAL (PLAY, 'Y', -1, NULL , NULL),
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#define S_CROUCH (S_HTIC_XDIE+10) // only here so that the crouching sprite is entered into the sprite table.
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S_NORMAL (PLYC, 'A', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ADoomPlayer, Doom, -1, 0)
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@ -178,6 +182,31 @@ void A_PlayerScream (AActor *self)
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S_SoundID (self, chan, sound, 1, ATTN_NORM);
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}
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AT_GAME_SET(DoomPlayer)
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{
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// Sets the crouching sprite.
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// Exception: If the normal sprite is from a PWAD and the crouching sprite from ZDoom.pk3
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// it is assumed that they don't match and the crouching sprite is disabled.
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// This code is not executed when the player already has a crouch sprite (set by DECORATE.)
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if (gameinfo.gametype == GAME_Doom && GetDefault<ADoomPlayer>()->crouchsprite == 0)
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{
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int spritenorm = Wads.CheckNumForName("PLAYA1", ns_sprites);
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int spritecrouch = Wads.CheckNumForName("PLYCA1", ns_sprites);
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if (spritenorm==-1 || spritecrouch ==-1) return;
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int wadnorm = Wads.GetLumpFile(spritenorm);
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int wadcrouch = Wads.GetLumpFile(spritenorm);
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if (wadnorm > FWadCollection::IWAD_FILENUM && wadcrouch <= FWadCollection::IWAD_FILENUM)
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{
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// Question: Add an option / disable crouching or do what?
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return;
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}
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}
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GetDefault<ADoomPlayer>()->crouchsprite = ADoomPlayer::States[S_CROUCH].sprite.index;
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}
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//==========================================================================
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//
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// A_DoomSkinCheck1
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@ -87,6 +87,7 @@ CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// Show messages has default, 0 = off, 1 = on
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CVAR (Bool, show_messages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, show_obituaries, true, CVAR_ARCHIVE)
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extern int skullAnimCounter;
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@ -762,6 +763,8 @@ static value_t MessageLevels[] = {
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};
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static menuitem_t MessagesItems[] = {
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{ discrete, "Show messages", {&show_messages}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Show obituaries", {&show_obituaries}, {2.0}, {0.0}, {0.0}, {OnOff} },
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{ discrete, "Scale text in high res", {&con_scaletext}, {3.0}, {0.0}, {0.0}, {ScaleValues} },
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{ discrete, "Minimum message level", {&msglevel}, {3.0}, {0.0}, {0.0}, {MessageLevels} },
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{ discrete, "Center messages", {&con_centernotify}, {2.0}, {0.0}, {0.0}, {OnOff} },
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@ -67,6 +67,7 @@ static FRandom pr_switcher ("SwitchTarget");
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CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
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EXTERN_CVAR (Bool, show_obituaries)
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//
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// GET STUFF
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@ -183,11 +184,8 @@ void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
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BOOL friendly;
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int gender;
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if (self->player == NULL)
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return;
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// No obituaries for voodoo dolls
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if (self->player->mo != self)
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// No obituaries for non-players, voodoo dolls or when not wanted
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if (self->player == NULL || self->player->mo != self || !show_obituaries)
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return;
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gender = self->player->userinfo.gender;
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@ -158,20 +158,51 @@ void APlayerPawn::BeginPlay ()
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void APlayerPawn::Tick()
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{
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int crouchspriteno;
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// FIXME: Handle skins
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if (sprite == SpawnState->sprite.index && crouchsprite > 0)
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{
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crouchspriteno = crouchsprite;
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}
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else
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{
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// no sprite -> squash the existing one
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crouchspriteno = 0;
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}
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if (player != NULL && player->mo == this && player->morphTics == 0 && player->playerstate != PST_DEAD)
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{
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yscale = FixedMul(GetDefault()->yscale, player->crouchfactor);
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height = FixedMul(GetDefault()->height, player->crouchfactor);
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}
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else
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{
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// Ensure that PlayerPawns not connected to a player or morphed players are always un-crouched.
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yscale = GetDefault()->yscale;
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if (health > 0) height = GetDefault()->height;
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}
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Super::Tick();
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// Here's the place where crouching sprites should be handled
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if (player->crouchfactor<FRACUNIT*3/4)
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{
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if (crouchsprite != 0)
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{
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sprite = crouchsprite;
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yscale = GetDefault()->yscale;
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}
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else if (player->playerstate != PST_DEAD)
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{
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yscale = player->crouchfactor < FRACUNIT*3/4 ? GetDefault()->yscale/2 : GetDefault()->yscale;
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}
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}
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else
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{
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if (sprite == crouchsprite)
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{
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sprite = SpawnState->sprite.index;
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}
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yscale = GetDefault()->yscale;
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}
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}
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//===========================================================================
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}
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// Handle crouching
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if (player->morphTics == 0)
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if (player->morphTics == 0 && !(dmflags & DF_NO_CROUCH))
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{
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if (!(player->cheats & CF_TOTALLYFROZEN))
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{
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@ -498,6 +498,7 @@ ACTOR(JumpIfInTargetInventory)
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ACTOR(CountdownArg)
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ACTOR(CustomMeleeAttack)
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ACTOR(Light)
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ACTOR(Burst)
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#include "d_dehackedactions.h"
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@ -686,6 +687,7 @@ AFuncDesc AFTable[]=
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FUNC(A_TakeFromTarget, "Mx" )
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FUNC(A_CountdownArg, "X")
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FUNC(A_CustomMeleeAttack, "XXXsty" )
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FUNC(A_Burst, "M")
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};
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//==========================================================================
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@ -78,6 +78,7 @@ static FRandom pr_grenade ("ThrowGrenade");
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static FRandom pr_crailgun ("CustomRailgun");
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static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_jiggle ("Jiggle");
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static FRandom pr_burst ("Burst");
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// A truly awful hack to get to the state that called an action function
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@ -1568,3 +1569,55 @@ void A_CountdownArg(AActor * self)
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}
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//============================================================================
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//
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// A_Burst
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//
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//============================================================================
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void A_Burst (AActor *actor)
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{
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int i, numChunks;
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AActor * mo;
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int index=CheckIndex(1, NULL);
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if (index<0) return;
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const PClass * chunk = PClass::FindClass((ENamedName)StateParameters[index]);
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if (chunk == NULL) return;
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actor->momx = actor->momy = actor->momz = 0;
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actor->height = actor->GetDefault()->height;
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// [RH] In Hexen, this creates a random number of shards (range [24,56])
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// with no relation to the size of the actor shattering. I think it should
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// base the number of shards on the size of the dead thing, so bigger
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// things break up into more shards than smaller things.
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// An actor with radius 20 and height 64 creates ~40 chunks.
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numChunks = MAX<int> (4, (actor->radius>>FRACBITS)*(actor->height>>FRACBITS)/32);
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i = (pr_burst.Random2()) % (numChunks/4);
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for (i = MAX (24, numChunks + i); i >= 0; i--)
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{
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mo = Spawn(chunk,
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actor->x + (((pr_burst()-128)*actor->radius)>>7),
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actor->y + (((pr_burst()-128)*actor->radius)>>7),
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actor->z + (pr_burst()*actor->height/255));
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if (mo)
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{
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mo->momz = FixedDiv(mo->z-actor->z, actor->height)<<2;
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mo->momx = pr_burst.Random2 () << (FRACBITS-7);
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mo->momy = pr_burst.Random2 () << (FRACBITS-7);
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mo->RenderStyle = actor->RenderStyle;
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mo->alpha = actor->alpha;
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}
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}
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// [RH] Do some stuff to make this more useful outside Hexen
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if (actor->flags4 & MF4_BOSSDEATH)
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{
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A_BossDeath (actor);
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}
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A_NoBlocking (actor);
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actor->Destroy ();
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}
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@ -479,6 +479,10 @@ void WI_LoadBackground(bool isenterpic)
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an.levelname2[8]=0;
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goto readanimation;
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case 14: // NoAutostartMap
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noautostartmap=true;
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break;
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readanimation:
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SC_MustGetString();
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strncpy(an.levelname,sc_String,8);
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SC_MustGetString();
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caseval=SC_MustMatchString(WI_Cmd);
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case 14: // NoAutostartMap
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noautostartmap=true;
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break;
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default:
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switch (caseval)
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{
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@ -103,7 +103,7 @@ extern HCURSOR TheArrowCursor, TheInvisibleCursor;
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void (*TermFuncs[MAX_TERMS])(void);
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static int NumTerms;
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void atterm (void (STACK_ARGS *func)(void))
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void atterm (void (*func)(void))
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{
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// Make sure this function wasn't already registered.
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for (int i = 0; i < NumTerms; ++i)
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@ -148,7 +148,7 @@ static void UnCOM (void)
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CoUninitialize ();
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}
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static void STACK_ARGS UnWTS (void)
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static void UnWTS (void)
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{
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if (hwtsapi32 != 0)
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{
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BIN
wadsrc/crouch/plyca1.lmp
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wadsrc/crouch/plyca1.lmp
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wadsrc/crouch/plyca2a8.lmp
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wadsrc/crouch/plyca2a8.lmp
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wadsrc/crouch/plyca3a7.lmp
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wadsrc/crouch/plyca3a7.lmp
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wadsrc/crouch/plyca4a6.lmp
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wadsrc/crouch/plyca4a6.lmp
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wadsrc/crouch/plyca5.lmp
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wadsrc/crouch/plyca5.lmp
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wadsrc/crouch/plycb1.lmp
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wadsrc/crouch/plycb1.lmp
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wadsrc/crouch/plycb2b8.lmp
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wadsrc/crouch/plycb2b8.lmp
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wadsrc/crouch/plycb3b7.lmp
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wadsrc/crouch/plycb3b7.lmp
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wadsrc/crouch/plycb4b6.lmp
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wadsrc/crouch/plycb4b6.lmp
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wadsrc/crouch/plycb5.lmp
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wadsrc/crouch/plycb5.lmp
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wadsrc/crouch/plycc1.lmp
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wadsrc/crouch/plycc1.lmp
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wadsrc/crouch/plycc2c8.lmp
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wadsrc/crouch/plycc2c8.lmp
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wadsrc/crouch/plycc3c7.lmp
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wadsrc/crouch/plycc3c7.lmp
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wadsrc/crouch/plycc4c6.lmp
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wadsrc/crouch/plycc4c6.lmp
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wadsrc/crouch/plycc5.lmp
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wadsrc/crouch/plycc5.lmp
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wadsrc/crouch/plycd1.lmp
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wadsrc/crouch/plycd1.lmp
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wadsrc/crouch/plycd2d8.lmp
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wadsrc/crouch/plycd2d8.lmp
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wadsrc/crouch/plycd3d7.lmp
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wadsrc/crouch/plycd3d7.lmp
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wadsrc/crouch/plycd4d6.lmp
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wadsrc/crouch/plycd4d6.lmp
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wadsrc/crouch/plycd5.lmp
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wadsrc/crouch/plycd5.lmp
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wadsrc/crouch/plyce1.lmp
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wadsrc/crouch/plyce1.lmp
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wadsrc/crouch/plyce2e8.lmp
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wadsrc/crouch/plyce2e8.lmp
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wadsrc/crouch/plyce3e7.lmp
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wadsrc/crouch/plyce3e7.lmp
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wadsrc/crouch/plyce4e6.lmp
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wadsrc/crouch/plyce4e6.lmp
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wadsrc/crouch/plyce5.lmp
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wadsrc/crouch/plyce5.lmp
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wadsrc/crouch/plycf1.lmp
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wadsrc/crouch/plycf1.lmp
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wadsrc/crouch/plycf2f8.lmp
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wadsrc/crouch/plycf2f8.lmp
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wadsrc/crouch/plycf3f7.lmp
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wadsrc/crouch/plycf3f7.lmp
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wadsrc/crouch/plycf4f6.lmp
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wadsrc/crouch/plycf4f6.lmp
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wadsrc/crouch/plycf5.lmp
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wadsrc/crouch/plycf5.lmp
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wadsrc/crouch/plycg1.lmp
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wadsrc/crouch/plycg1.lmp
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wadsrc/crouch/plycg2g8.lmp
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wadsrc/crouch/plycg2g8.lmp
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wadsrc/crouch/plycg3g7.lmp
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wadsrc/crouch/plycg3g7.lmp
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wadsrc/crouch/plycg4g6.lmp
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wadsrc/crouch/plycg4g6.lmp
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wadsrc/crouch/plycg5.lmp
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wadsrc/crouch/plycg5.lmp
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wadsrc/crouch/plych0.lmp
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wadsrc/crouch/plych0.lmp
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wadsrc/crouch/plyci0.lmp
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wadsrc/crouch/plyci0.lmp
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wadsrc/crouch/plycj0.lmp
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wadsrc/crouch/plycj0.lmp
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wadsrc/crouch/plyck0.lmp
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wadsrc/crouch/plyck0.lmp
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wadsrc/crouch/plycl0.lmp
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wadsrc/crouch/plycl0.lmp
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wadsrc/crouch/plycm0.lmp
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wadsrc/crouch/plycm0.lmp
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wadsrc/crouch/plycn0.lmp
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wadsrc/crouch/plycn0.lmp
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wadsrc/crouch/plyco0.lmp
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wadsrc/crouch/plyco0.lmp
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wadsrc/crouch/plycp0.lmp
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wadsrc/crouch/plycp0.lmp
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BIN
wadsrc/crouch/plycq0.lmp
Normal file
BIN
wadsrc/crouch/plycq0.lmp
Normal file
Binary file not shown.
BIN
wadsrc/crouch/plycr0.lmp
Normal file
BIN
wadsrc/crouch/plycr0.lmp
Normal file
Binary file not shown.
BIN
wadsrc/crouch/plycs0.lmp
Normal file
BIN
wadsrc/crouch/plycs0.lmp
Normal file
Binary file not shown.
BIN
wadsrc/crouch/plyct0.lmp
Normal file
BIN
wadsrc/crouch/plyct0.lmp
Normal file
Binary file not shown.
BIN
wadsrc/crouch/plycu0.lmp
Normal file
BIN
wadsrc/crouch/plycu0.lmp
Normal file
Binary file not shown.
BIN
wadsrc/crouch/plycv0.lmp
Normal file
BIN
wadsrc/crouch/plycv0.lmp
Normal file
Binary file not shown.
BIN
wadsrc/crouch/plycw0.lmp
Normal file
BIN
wadsrc/crouch/plycw0.lmp
Normal file
Binary file not shown.
|
@ -134,7 +134,59 @@ sprites/iceca0.png iceca0.png
|
|||
sprites/icecb0.png icecb0.png
|
||||
sprites/icecc0.png icecc0.png
|
||||
sprites/icecd0.png icecd0.png
|
||||
S_END
|
||||
|
||||
# crouching DoomPlayer
|
||||
sprites/plyca1.lmp crouch/plyca1.lmp
|
||||
sprites/plyca2a8.lmp crouch/plyca2a8.lmp
|
||||
sprites/plyca3a7.lmp crouch/plyca3a7.lmp
|
||||
sprites/plyca4a6.lmp crouch/plyca4a6.lmp
|
||||
sprites/plyca5.lmp crouch/plyca5.lmp
|
||||
sprites/plycb1.lmp crouch/plycb1.lmp
|
||||
sprites/plycb2b8.lmp crouch/plycb2b8.lmp
|
||||
sprites/plycb3b7.lmp crouch/plycb3b7.lmp
|
||||
sprites/plycb4b6.lmp crouch/plycb4b6.lmp
|
||||
sprites/plycb5.lmp crouch/plycb5.lmp
|
||||
sprites/plycc1.lmp crouch/plycc1.lmp
|
||||
sprites/plycc2c8.lmp crouch/plycc2c8.lmp
|
||||
sprites/plycc3c7.lmp crouch/plycc3c7.lmp
|
||||
sprites/plycc4c6.lmp crouch/plycc4c6.lmp
|
||||
sprites/plycc5.lmp crouch/plycc5.lmp
|
||||
sprites/plycd1.lmp crouch/plycd1.lmp
|
||||
sprites/plycd2d8.lmp crouch/plycd2d8.lmp
|
||||
sprites/plycd3d7.lmp crouch/plycd3d7.lmp
|
||||
sprites/plycd4d6.lmp crouch/plycd4d6.lmp
|
||||
sprites/plycd5.lmp crouch/plycd5.lmp
|
||||
sprites/plyce1.lmp crouch/plyce1.lmp
|
||||
sprites/plyce2e8.lmp crouch/plyce2e8.lmp
|
||||
sprites/plyce3e7.lmp crouch/plyce3e7.lmp
|
||||
sprites/plyce4e6.lmp crouch/plyce4e6.lmp
|
||||
sprites/plyce5.lmp crouch/plyce5.lmp
|
||||
sprites/plycf1.lmp crouch/plycf1.lmp
|
||||
sprites/plycf2f8.lmp crouch/plycf2f8.lmp
|
||||
sprites/plycf3f7.lmp crouch/plycf3f7.lmp
|
||||
sprites/plycf4f6.lmp crouch/plycf4f6.lmp
|
||||
sprites/plycf5.lmp crouch/plycf5.lmp
|
||||
sprites/plycg1.lmp crouch/plycg1.lmp
|
||||
sprites/plycg2g8.lmp crouch/plycg2g8.lmp
|
||||
sprites/plycg3g7.lmp crouch/plycg3g7.lmp
|
||||
sprites/plycg4g6.lmp crouch/plycg4g6.lmp
|
||||
sprites/plycg5.lmp crouch/plycg5.lmp
|
||||
sprites/plych0.lmp crouch/plych0.lmp
|
||||
sprites/plyci0.lmp crouch/plyci0.lmp
|
||||
sprites/plycj0.lmp crouch/plycj0.lmp
|
||||
sprites/plyck0.lmp crouch/plyck0.lmp
|
||||
sprites/plycl0.lmp crouch/plycl0.lmp
|
||||
sprites/plycm0.lmp crouch/plycm0.lmp
|
||||
sprites/plycn0.lmp crouch/plycn0.lmp
|
||||
sprites/plyco0.lmp crouch/plyco0.lmp
|
||||
sprites/plycp0.lmp crouch/plycp0.lmp
|
||||
sprites/plycq0.lmp crouch/plycq0.lmp
|
||||
sprites/plycr0.lmp crouch/plycr0.lmp
|
||||
sprites/plycs0.lmp crouch/plycs0.lmp
|
||||
sprites/plyct0.lmp crouch/plyct0.lmp
|
||||
sprites/plycu0.lmp crouch/plycu0.lmp
|
||||
sprites/plycv0.lmp crouch/plycv0.lmp
|
||||
sprites/plycw0.lmp crouch/plycw0.lmp
|
||||
|
||||
# The patch substituted when a corrupt patch is detected
|
||||
graphics/-badpatc.lmp badpatch.lmp
|
||||
|
|
Loading…
Reference in a new issue