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https://github.com/ZDoom/qzdoom.git
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- Fixed: Using printinv before starting a game crashed.
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly reached its target height unless it was a floor moving down. - Fixed: Actors that can't attack should not be valid haters for Thing_Hate. - Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles. - Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char messages. SVN r36 (trunk)
This commit is contained in:
parent
735e6d72c4
commit
b00360a08c
7 changed files with 114 additions and 88 deletions
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@ -1,5 +1,12 @@
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April 12, 2006
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- Added Jim's Makefile.linux;
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- Fixed: Using printinv before starting a game crashed.
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- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly
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reached its target height unless it was a floor moving down.
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- Fixed: Actors that can't attack should not be valid haters for Thing_Hate.
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- Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles.
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- Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char
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messages.
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- Added Jim's Makefile.linux.
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- Changed: Decal scales now use full precision fixed point numbers.
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- Changed: Keeping impact decals in their own statlist is enough to keep track
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of them for when one needs to be destroyed. There's no need to maintain a
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@ -172,7 +172,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
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dest = -m_Sector->ceilingplane.d;
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}
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m_Sector->floorplane.ChangeHeight (speed);
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if (m_Sector->floorplane.d < dest)
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if (m_Sector->floorplane.d <= dest)
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{
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m_Sector->floorplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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@ -230,7 +230,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
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dest = -m_Sector->floorplane.d;
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}
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m_Sector->ceilingplane.ChangeHeight (-speed);
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if (m_Sector->ceilingplane.d < dest)
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if (m_Sector->ceilingplane.d <= dest)
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{
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m_Sector->ceilingplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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@ -270,7 +270,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
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case 1:
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// UP
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m_Sector->ceilingplane.ChangeHeight (speed);
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if (m_Sector->ceilingplane.d > dest)
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if (m_Sector->ceilingplane.d >= dest)
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{
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m_Sector->ceilingplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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@ -195,8 +195,12 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
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if (victim->flags & MF_MISSILE)
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{
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victim->momz = 8*FRACUNIT;
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mo->momz = victim->momz;
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// [RH] Floor and ceiling huggers should not be blasted vertically.
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if (!(victim->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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victim->momz = 8*FRACUNIT;
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mo->momz = victim->momz;
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}
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}
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else
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{
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@ -208,7 +212,14 @@ void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
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}
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else
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{
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victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
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if (victim->flags & MF_MISSILE)
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{ // [RH] Missiles should not slide.
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victim->flags2 |= MF2_BLASTED;
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}
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else
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{
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victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
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}
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}
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}
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}
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@ -442,7 +442,6 @@ IMPLEMENT_ACTOR (AMinotaurFX3, Raven, -1, 0)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (16)
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PROP_SpeedFixed (0)
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PROP_Flags3 (0)
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PROP_SpawnState (S_MNTRFX3)
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@ -1153,6 +1153,10 @@ CCMD (printinv)
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{
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AInventory *item;
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if (players[consoleplayer].mo == NULL)
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{
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return;
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}
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for (item = players[consoleplayer].mo->Inventory; item != NULL; item = item->Inventory)
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{
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Printf ("%s #%lu (%d/%d)\n", item->GetClass()->Name+1, item->InventoryID, item->Amount, item->MaxAmount);
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162
src/p_lnspec.cpp
162
src/p_lnspec.cpp
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@ -1159,96 +1159,100 @@ FUNC(LS_Thing_Hate)
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}
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while (hater != NULL)
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{
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// If hating a group of things, record the TID and NULL
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// the target (if its TID doesn't match). A_Look will
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// find an appropriate thing to go chase after.
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if (arg2 != 0)
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// Can't hate if can't attack.
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if (hater->SeeState != NULL)
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{
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hater->TIDtoHate = arg1;
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hater->LastLook.Actor = NULL;
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// If the TID to hate is 0, then don't forget the target and
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// lastenemy fields.
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if (arg1 != 0)
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// If hating a group of things, record the TID and NULL
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// the target (if its TID doesn't match). A_Look will
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// find an appropriate thing to go chase after.
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if (arg2 != 0)
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{
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if (hater->target != NULL && hater->target->tid != arg1)
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hater->TIDtoHate = arg1;
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hater->LastLook.Actor = NULL;
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// If the TID to hate is 0, then don't forget the target and
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// lastenemy fields.
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if (arg1 != 0)
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{
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hater->target = NULL;
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}
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if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
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{
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hater->lastenemy = NULL;
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if (hater->target != NULL && hater->target->tid != arg1)
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{
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hater->target = NULL;
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}
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if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
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{
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hater->lastenemy = NULL;
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}
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}
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}
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}
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// Hate types for arg2:
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//
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// 0 - Just hate one specific actor
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// 1 - Hate actors with given TID and attack players when shot
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// 2 - Same as 1, but will go after enemies without seeing them first
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// 3 - Hunt actors with given TID and also players
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// 4 - Same as 3, but will go after monsters without seeing them first
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// 5 - Hate actors with given TID and ignore player attacks
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// 6 - Same as 5, but will go after enemies without seeing them first
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// Hate types for arg2:
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//
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// 0 - Just hate one specific actor
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// 1 - Hate actors with given TID and attack players when shot
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// 2 - Same as 1, but will go after enemies without seeing them first
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// 3 - Hunt actors with given TID and also players
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// 4 - Same as 3, but will go after monsters without seeing them first
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// 5 - Hate actors with given TID and ignore player attacks
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// 6 - Same as 5, but will go after enemies without seeing them first
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// Note here: If you use Thing_Hate (tid, 0, 2), you can make
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// a monster go after a player without seeing him first.
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if (arg2 == 2 || arg2 == 4 || arg2 == 6)
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{
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hater->flags3 |= MF3_NOSIGHTCHECK;
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}
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else
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{
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hater->flags3 &= ~MF3_NOSIGHTCHECK;
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}
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if (arg2 == 3 || arg2 == 4)
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{
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hater->flags3 |= MF3_HUNTPLAYERS;
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}
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else
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{
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hater->flags3 &= ~MF3_HUNTPLAYERS;
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}
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if (arg2 == 5 || arg2 == 6)
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{
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hater->flags4 |= MF4_NOHATEPLAYERS;
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}
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else
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{
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hater->flags4 &= ~MF4_NOHATEPLAYERS;
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}
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if (arg1 == 0)
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{
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hatee = it;
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}
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else if (nothingToHate)
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{
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hatee = NULL;
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}
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else if (arg2 != 0)
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{
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do
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// Note here: If you use Thing_Hate (tid, 0, 2), you can make
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// a monster go after a player without seeing him first.
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if (arg2 == 2 || arg2 == 4 || arg2 == 6)
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{
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hatee = hateeIt.Next ();
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hater->flags3 |= MF3_NOSIGHTCHECK;
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}
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while ( hatee == NULL ||
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hatee == hater || // can't hate self
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!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
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hatee->health <= 0 || // can't hate dead things
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(hatee->flags & MF2_DORMANT)); // can't target dormant things
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}
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if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
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{
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if (hater->target)
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else
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{
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hater->lastenemy = hater->target;
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hater->flags3 &= ~MF3_NOSIGHTCHECK;
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}
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hater->target = hatee;
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if (!(hater->flags2 & MF2_DORMANT))
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if (arg2 == 3 || arg2 == 4)
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{
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hater->SetState (hater->SeeState);
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hater->flags3 |= MF3_HUNTPLAYERS;
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}
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else
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{
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hater->flags3 &= ~MF3_HUNTPLAYERS;
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}
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if (arg2 == 5 || arg2 == 6)
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{
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hater->flags4 |= MF4_NOHATEPLAYERS;
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}
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else
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{
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hater->flags4 &= ~MF4_NOHATEPLAYERS;
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}
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if (arg1 == 0)
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{
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hatee = it;
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}
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else if (nothingToHate)
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{
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hatee = NULL;
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}
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else if (arg2 != 0)
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{
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do
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{
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hatee = hateeIt.Next ();
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}
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while ( hatee == NULL ||
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hatee == hater || // can't hate self
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!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
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hatee->health <= 0 || // can't hate dead things
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(hatee->flags & MF2_DORMANT)); // can't target dormant things
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}
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if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
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{
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if (hater->target)
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{
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hater->lastenemy = hater->target;
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}
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hater->target = hatee;
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if (!(hater->flags2 & MF2_DORMANT))
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{
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hater->SetState (hater->SeeState);
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}
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}
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}
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if (arg0 != 0)
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@ -1,4 +1,5 @@
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#include <SDL.h>
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#include <ctype.h>
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#include "doomtype.h"
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#include "c_dispatch.h"
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#include "doomdef.h"
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{
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D_PostEvent (&event);
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}
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if (event.data2 >= 32 && event.subtype != EV_GUI_KeyUp)
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if (!iscntrl(event.data2) && event.subtype != EV_GUI_KeyUp)
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{
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event.subtype = EV_GUI_Char;
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event.data1 = event.data2;
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