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- added GZDoom's option not to count monsters in E1M8-style end of level sectors, but controlled by a dmflag.
SVN r3267 (trunk)
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4 changed files with 21 additions and 0 deletions
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@ -508,6 +508,7 @@ CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE);
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CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
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CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
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CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
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CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
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//==========================================================================
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//
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// CVAR compatflags
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@ -296,6 +296,7 @@ enum
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DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
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DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
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DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
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DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
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};
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// [RH] Compatibility flags.
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@ -3928,6 +3928,24 @@ void P_SetupLevel (char *lumpname, int position)
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}
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}
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// Don't count monsters in end-of-level sectors if option is on
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if (dmflags2 & DF2_NOCOUNTENDMONST)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ((mo=it.Next()))
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{
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if (mo->flags & MF_COUNTKILL)
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{
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if (mo->Sector->special == dDamage_End)
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{
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mo->ClearCounters();
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}
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}
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}
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}
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T_PreprocessScripts(); // preprocess FraggleScript scripts
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// build subsector connect matrix
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@ -1107,6 +1107,7 @@ OptionMenu GameplayOptions
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Option "Chasecam cheat", "sv_chasecam", "YesNo"
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Option "Check ammo for weapon switch", "sv_dontcheckammo", "NoYes"
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Option "Killing Romero kills all his spawns", "sv_killbossmonst", "YesNo"
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Option "Count monsters in end level sectors", "sv_nocountendmonst", "NoYes"
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StaticText " "
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StaticText "Deathmatch Settings",1
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