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- added new ACS function SetSectorDamage which allows the use of actual damage types, unlike the old Sector_SetDamage. Unlike Sector_SetDamage this function does not use damage amount dependent defaults for the interval and the leakiness if none are passed.
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2 changed files with 18 additions and 1 deletions
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@ -4458,6 +4458,7 @@ enum EACSFunctions
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ACSF_QuakeEx,
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ACSF_Warp, // 92
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ACSF_GetMaxInventory,
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ACSF_SetSectorDamage,
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -5950,6 +5951,23 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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}
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break;
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case ACSF_SetSectorDamage:
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if (argCount >= 2)
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{
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FSectorTagIterator it(args[0]);
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int s;
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while ((s = it.Next()) >= 0)
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{
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sector_t *sec = §ors[s];
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sec->damageamount = args[1];
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sec->damagetype = argCount >= 3 ? FName(FBehavior::StaticLookupString(args[2])) : FName(NAME_None);
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sec->damageinterval = argCount >= 4 ? clamp(args[3], 1, INT_MAX) : 32;
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sec->leakydamage = argCount >= 5 ? args[4] : 0;
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}
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}
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break;
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default:
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break;
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}
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@ -1300,7 +1300,6 @@ public:
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sec->heightsec = NULL; // sector used to get floor and ceiling height
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sec->sectornum = index;
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sec->damageinterval = 32;
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sec->leakydamage = 5;
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if (floordrop) sec->Flags = SECF_FLOORDROP;
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// killough 3/7/98: end changes
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