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SVN r241 (trunk)
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parent
d027aafb4c
commit
dd3c0d82f7
5 changed files with 54 additions and 7 deletions
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@ -1,3 +1,11 @@
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July 9, 2006 (Changes by Graf Zahl)
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- Fixed: The defaultbind command still treated the bindings as char pointers and
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as a result didn't work.
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- Added SpawnSpotFacing ACS function which is the same as SpawnSpot but it uses
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the map spot's angle.
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- Added ThingCountName ACS function which is the same as ThingCount but it takes
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an actor's type name instead of a spawn ID.
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July 9, 2006
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- Fixed: If the sector behind a seg was closed, but it was closed between the
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ceiling and floor of the front sector, the renderer did not add it to the
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@ -368,19 +368,19 @@ CCMD (defaultbind)
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Printf ("Unknown key \"%s\"\n", argv[1]);
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return;
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}
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if (Bindings[key] != NULL)
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if (!Bindings[key].IsEmpty())
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{ // This key is already bound.
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return;
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}
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for (int i = 0; i < NUM_KEYS; ++i)
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{
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if (Bindings[i] != NULL && stricmp (Bindings[i], argv[2]) == 0)
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if (!Bindings[i].IsEmpty() && stricmp (Bindings[i], argv[2]) == 0)
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{ // This command is already bound to a key.
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return;
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}
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}
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// It is safe to do the bind, so do it.
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Bindings[key] = copystring (argv[2]);
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Bindings[key] = argv[2];
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}
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}
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@ -1675,7 +1675,7 @@ int DLevelScript::Random (int min, int max)
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return min + pr_acs(max - min + 1);
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}
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int DLevelScript::ThingCount (int type, int tid)
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int DLevelScript::ThingCount (int type, int stringid, int tid)
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{
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AActor *actor;
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const PClass *kind;
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@ -1691,6 +1691,17 @@ int DLevelScript::ThingCount (int type, int tid)
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if (kind == NULL)
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return 0;
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}
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else if (stringid >= 0)
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{
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const char *type_name = FBehavior::StaticLookupString (stringid);
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if (type_name == NULL)
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return 0;
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kind = PClass::FindClass (type_name);
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if (kind == NULL)
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return 0;
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}
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else
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{
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kind = NULL;
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@ -1861,6 +1872,19 @@ int DLevelScript::DoSpawnSpot (int type, int spot, int tid, int angle)
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return spawned;
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}
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int DLevelScript::DoSpawnSpotFacing (int type, int spot, int tid)
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{
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FActorIterator iterator (spot);
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AActor *aspot;
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int spawned = 0;
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while ( (aspot = iterator.Next ()) )
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{
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spawned = DoSpawn (type, aspot->x, aspot->y, aspot->z, tid, aspot->angle);
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}
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return spawned;
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}
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void DLevelScript::DoFadeTo (int r, int g, int b, int a, fixed_t time)
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{
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DoFadeRange (0, 0, 0, -1, r, g, b, a, time);
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@ -3119,15 +3143,20 @@ int DLevelScript::RunScript ()
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break;
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case PCD_THINGCOUNT:
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STACK(2) = ThingCount (STACK(2), STACK(1));
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STACK(2) = ThingCount (STACK(2), -1, STACK(1));
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sp--;
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break;
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case PCD_THINGCOUNTDIRECT:
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PushToStack (ThingCount (pc[0], pc[1]));
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PushToStack (ThingCount (pc[0], -1, pc[1]));
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pc += 2;
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break;
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case PCD_THINGCOUNTNAME:
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STACK(2) = ThingCount (-1, STACK(2), STACK(1));
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sp--;
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break;
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case PCD_TAGWAIT:
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state = SCRIPT_TagWait;
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statedata = STACK(1);
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@ -3834,6 +3863,11 @@ int DLevelScript::RunScript ()
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pc += 4;
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break;
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case PCD_SPAWNSPOTFACING:
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STACK(3) = DoSpawnSpotFacing (STACK(3), STACK(2), STACK(1));
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sp -= 2;
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break;
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case PCD_CLEARINVENTORY:
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ClearInventory (activator);
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break;
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@ -491,6 +491,8 @@ public:
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PCD_GIVEACTORINVENTORY,
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PCD_TAKEACTORINVENTORY,
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PCD_CHECKACTORINVENTORY,
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PCD_THINGCOUNTNAME,
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PCD_SPAWNSPOTFACING,
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PCODE_COMMAND_COUNT
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};
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@ -590,12 +592,13 @@ protected:
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void PutLast ();
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void PutFirst ();
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static int Random (int min, int max);
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static int ThingCount (int type, int tid);
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static int ThingCount (int type, int stringid, int tid);
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static void ChangeFlat (int tag, int name, bool floorOrCeiling);
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static int CountPlayers ();
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static void SetLineTexture (int lineid, int side, int position, int name);
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static int DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle);
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static int DoSpawnSpot (int type, int spot, int tid, int angle);
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static int DoSpawnSpotFacing (int type, int spot, int tid);
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void DoFadeTo (int r, int g, int b, int a, fixed_t time);
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void DoFadeRange (int r1, int g1, int b1, int a1,
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@ -785,6 +785,8 @@ AInventory *AActor::FindInventory (const PClass *type) const
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{
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AInventory *item;
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if (type == NULL) return NULL;
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assert (type->ActorInfo != NULL);
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for (item = Inventory; item != NULL; item = item->Inventory)
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{
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