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- Fixed: dumpmap crashed when used outside a map.
- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting A_QueueCorpse. SVN r542 (trunk)
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6 changed files with 17 additions and 2 deletions
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@ -1,3 +1,10 @@
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August 19, 2007 (Changes by Graf Zahl)
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- Fixed: dumpmap crashed when used outside a map.
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August 10, 2007 (Changes by Graf Zahl)
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- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting
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A_QueueCorpse.
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August 9, 2007 (Changes by Graf Zahl)
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August 9, 2007 (Changes by Graf Zahl)
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- Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
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- Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
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doesn't work in M_ChooseSkill when the full console is open.
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doesn't work in M_ChooseSkill when the full console is open.
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@ -97,6 +97,7 @@ ACTOR(Respawn)
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ACTOR(BarrelDestroy)
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ACTOR(BarrelDestroy)
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ACTOR(PlayerSkinCheck)
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ACTOR(PlayerSkinCheck)
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ACTOR(QueueCorpse)
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ACTOR(QueueCorpse)
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ACTOR(DeQueueCorpse)
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ACTOR(SetGravity)
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ACTOR(SetGravity)
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// Special code pointers for Strife's player - not to be used elsewhere!
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// Special code pointers for Strife's player - not to be used elsewhere!
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@ -1369,7 +1369,7 @@ bool CheckWarpTransMap (char mapname[9], bool substitute)
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// consoleplayer, playeringame[] should be set.
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// consoleplayer, playeringame[] should be set.
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//
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//
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static char d_mapname[256];
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static char d_mapname[256];
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static int d_skill;
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static int d_skill=-1;
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void G_DeferedInitNew (const char *mapname, int newskill)
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void G_DeferedInitNew (const char *mapname, int newskill)
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{
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{
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@ -802,7 +802,7 @@ menu_t MessagesMenu =
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{
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{
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"MESSAGES",
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"MESSAGES",
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0,
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0,
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12,
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countof(MessagesItems),
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0,
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0,
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MessagesItems,
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MessagesItems,
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};
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};
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@ -32,6 +32,12 @@ CCMD (dumpmap)
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Printf ("Usage: dumpmap <wadname> [mapname]\n");
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Printf ("Usage: dumpmap <wadname> [mapname]\n");
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return;
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return;
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}
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}
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if (gamestate != GS_LEVEL)
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{
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Printf ("You can only dump a map when inside a level.\n");
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return;
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}
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if (argv.argc() < 3)
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if (argv.argc() < 3)
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{
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{
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@ -170,6 +170,7 @@ class Actor extends Thinker
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action native A_Respawn(optional evalnot bool fog);
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action native A_Respawn(optional evalnot bool fog);
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action native A_BarrelDestroy();
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action native A_BarrelDestroy();
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action native A_QueueCorpse();
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action native A_QueueCorpse();
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action native A_DeQueueCorpse();
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action native A_SelectWeapon(class<Weapon> whichweapon);
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action native A_SelectWeapon(class<Weapon> whichweapon);
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}
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}
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