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https://github.com/ZDoom/qzdoom.git
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Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
b5c3ced9a9
9 changed files with 175 additions and 3 deletions
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@ -2668,6 +2668,11 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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players[player].camera = players[player].mo;
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break;
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case DEM_FINISHGAME:
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// Simulate an end-of-game action
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G_ChangeLevel(NULL, 0, 0);
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break;
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default:
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I_Error ("Unknown net command: %d", type);
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break;
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@ -164,7 +164,8 @@ enum EDemoCommand
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DEM_RUNNAMEDSCRIPT, // 65 String: Script name, Byte: Arg count + Always flag; each arg is a 4-byte int
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DEM_REVERTCAMERA, // 66
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DEM_SETSLOTPNUM, // 67 Byte: player number, the rest is the same as DEM_SETSLOT
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DEM_REMOVE, // 68
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DEM_REMOVE, // 68
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DEM_FINISHGAME, // 69
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};
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// The following are implemented by cht_DoCheat in m_cheat.cpp
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@ -138,6 +138,17 @@ void AFastProjectile::Tick ()
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}
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}
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}
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if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
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{
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flags7 &= ~MF7_HANDLENODELAY;
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if (state->GetNoDelay())
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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 call the current state's function.
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if (state->CallAction(this, this) && (ObjectFlags & OF_EuthanizeMe))
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return; // freed itself
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}
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}
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// Advance the state
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if (tics != -1)
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{
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@ -945,6 +945,14 @@ public:
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{
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return mMaxValid >= 0;
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}
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void Ticker()
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{
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if (Selectable() && mSelection > mMaxValid)
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{
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mSelection = mMaxValid;
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}
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}
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};
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@ -46,6 +46,7 @@
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#include "c_console.h"
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#include "d_gui.h"
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#include "d_dehacked.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "m_png.h"
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#include "m_misc.h"
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@ -604,7 +605,7 @@ CCMD(printstats)
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CCMD(finishgame)
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{
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// This CCMD simulates an end-of-game action and exists to end mods that never exit their last level.
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G_ChangeLevel(NULL, 0, 0);
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Net_WriteByte(DEM_FINISHGAME);
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}
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ADD_STAT(statistics)
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@ -5122,6 +5122,31 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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ACTION_SET_RESULT(given);
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}
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//===========================================================================
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//
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// A_CheckSpecies
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_STATE(jump, 0);
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ACTION_PARAM_NAME(species, 1);
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ACTION_PARAM_INT(ptr, 2);
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AActor *mobj = COPY_AAPTR(self, ptr);
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ACTION_SET_RESULT(false);
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//Needs at least one state jump to work.
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if (!mobj)
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{
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return;
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}
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if (jump && mobj->GetSpecies() == species)
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ACTION_JUMP(jump);
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}
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//==========================================================================
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//
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@ -6196,3 +6221,114 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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ACTION_JUMP(block);
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}
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}
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//===========================================================================
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//
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// A_FaceMovementDirection(angle offset, bool pitch, ptr)
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//
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// Sets the actor('s pointer) to face the direction of travel.
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//===========================================================================
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enum FMDFlags
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{
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FMDF_NOPITCH = 1 << 0,
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FMDF_INTERPOLATE = 1 << 1,
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FMDF_NOANGLE = 1 << 2,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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{
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ACTION_PARAM_START(5);
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ACTION_PARAM_ANGLE(offset, 0);
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ACTION_PARAM_ANGLE(anglelimit, 1);
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ACTION_PARAM_ANGLE(pitchlimit, 2);
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ACTION_PARAM_INT(flags, 3);
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ACTION_PARAM_INT(ptr, 4);
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AActor *mobj = COPY_AAPTR(self, ptr);
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//Need an actor.
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if (!mobj || ((flags & FMDF_NOPITCH) && (flags & FMDF_NOANGLE)))
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{
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ACTION_SET_RESULT(false);
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return;
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}
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//Don't bother calculating this if we don't have any horizontal movement.
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if (!(flags & FMDF_NOANGLE) && (mobj->velx != 0 || mobj->vely != 0))
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{
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angle_t current = mobj->angle;
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const angle_t angle = R_PointToAngle2(0, 0, mobj->velx, mobj->vely);
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//Done because using anglelimit directly causes a signed/unsigned mismatch.
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const angle_t limit = anglelimit;
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//Code borrowed from A_Face*.
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if (limit > 0 && (absangle(current - angle) > limit))
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{
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if (current < angle)
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{
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// [MC] This may appear backwards, but I assure any who
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// reads this, it works.
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if (current - angle > ANGLE_180)
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current += limit + offset;
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else
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current -= limit + offset;
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mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE));
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}
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else if (current > angle)
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{
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if (angle - current > ANGLE_180)
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current -= limit + offset;
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else
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current += limit + offset;
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mobj->SetAngle(current, !!(flags & FMDF_INTERPOLATE));
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}
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else
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mobj->SetAngle(angle + ANGLE_180 + offset, !!(flags & FMDF_INTERPOLATE));
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}
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else
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mobj->SetAngle(angle + offset, !!(flags & FMDF_INTERPOLATE));
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}
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if (!(flags & FMDF_NOPITCH))
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{
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fixed_t current = mobj->pitch;
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const FVector2 velocity(mobj->velx, mobj->vely);
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const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
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if (pitchlimit > 0)
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{
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// [MC] angle_t for pitchlimit was required because otherwise
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// we would wind up with less than desirable turn rates that didn't
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// match that of A_SetPitch. We want consistency. Also, I didn't know
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// of a better way to convert from angle_t to fixed_t properly so I
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// used this instead.
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fixed_t plimit = fixed_t(pitchlimit);
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if (abs(current - pitch) > plimit)
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{
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fixed_t max = 0;
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if (current > pitch)
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{
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max = MIN(plimit, (current - pitch));
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current -= max;
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}
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else //if (current > pitch)
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{
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max = MIN(plimit, (pitch - current));
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current += max;
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}
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mobj->SetPitch(current, !!(flags & FMDF_INTERPOLATE));
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}
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else
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{
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mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE));
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}
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}
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else
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{
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mobj->SetPitch(pitch, !!(flags & FMDF_INTERPOLATE));
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}
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}
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}
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@ -61,7 +61,7 @@ const char *GetVersionString();
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x21C
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#define DEMOGAMEVERSION 0x21D
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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@ -259,6 +259,7 @@ ACTOR Actor native //: Thinker
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
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action native A_RadiusGive(class<Inventory> itemtype, int distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
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action native A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
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action native A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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@ -342,6 +343,7 @@ ACTOR Actor native //: Thinker
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action native A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
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action native A_CheckRange(float distance, state label, bool two_dimension = false);
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action native A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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@ -529,6 +529,14 @@ enum
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SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
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};
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//Flags for A_FaceMovementDirection
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enum
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{
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FMDF_NOPITCH = 1 << 0,
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FMDF_INTERPOLATE = 1 << 1,
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FMDF_NOANGLE = 1 << 2,
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};
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// This is only here to provide one global variable for testing.
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native int testglobalvar;
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