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- added a 'local' parameter to the A_Log family.
- complete "give quakes their own damage type." (was only partially saved.)
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3 changed files with 13 additions and 4 deletions
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@ -124,7 +124,7 @@ void DEarthquake::Tick ()
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{
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if (pr_quake() < 50)
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{
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P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
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P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_Quake);
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}
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// Thrust player around
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DAngle an = victim->Angles.Yaw + pr_quake();
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@ -3210,6 +3210,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Log)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_STRING(text);
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PARAM_BOOL_DEF(local);
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if (local && !self->CheckLocalView(consoleplayer)) return 0;
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if (text[0] == '$') text = GStrings(&text[1]);
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FString formatted = strbin1(text);
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@ -3227,6 +3230,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LogInt)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(num);
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PARAM_BOOL_DEF(local);
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if (local && !self->CheckLocalView(consoleplayer)) return 0;
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Printf("%d\n", num);
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return 0;
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}
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@ -3241,6 +3247,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_LogFloat)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(num);
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PARAM_BOOL_DEF(local);
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if (local && !self->CheckLocalView(consoleplayer)) return 0;
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IGNORE_FORMAT_PRE
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Printf("%H\n", num);
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IGNORE_FORMAT_POST
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@ -746,9 +746,9 @@ class Actor : Thinker native
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native bool A_SpawnItemEx(class<Actor> itemtype, double xofs = 0, double yofs = 0, double zofs = 0, double xvel = 0, double yvel = 0, double zvel = 0, double angle = 0, int flags = 0, int failchance = 0, int tid=0);
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native void A_Print(string whattoprint, double time = 0, name fontname = "none");
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native void A_PrintBold(string whattoprint, double time = 0, name fontname = "none");
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native void A_Log(string whattoprint);
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native void A_LogInt(int whattoprint);
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native void A_LogFloat(double whattoprint);
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native void A_Log(string whattoprint, bool local = false);
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native void A_LogInt(int whattoprint, bool local = false);
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native void A_LogFloat(double whattoprint, bool local = false);
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native void A_SetTranslucent(double alpha, int style = 0);
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native void A_SetRenderStyle(double alpha, int style);
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native void A_FadeIn(double reduce = 0.1, int flags = 0);
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