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Merge remote-tracking branch 'origin/master' into newtimercode4
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commit
e867d75712
5 changed files with 48 additions and 6 deletions
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@ -129,7 +129,7 @@ int starttime;
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extern FString BackupSaveName;
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bool savegamerestore;
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int finishstate;
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int finishstate = FINISH_NoHub;
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extern int mousex, mousey;
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extern bool sendpause, sendsave, sendturn180, SendLand;
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@ -852,6 +852,8 @@ void G_DoCompleted (void)
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level.maptime = 0;
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}
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finishstate = mode;
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if (!deathmatch &&
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((level.flags & LEVEL_NOINTERMISSION) ||
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((nextcluster == thiscluster) && (thiscluster->flags & CLUSTER_HUB) && !(thiscluster->flags & CLUSTER_ALLOWINTERMISSION))))
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@ -861,7 +863,6 @@ void G_DoCompleted (void)
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}
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gamestate = GS_INTERMISSION;
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finishstate = mode;
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viewactive = false;
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automapactive = false;
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@ -1039,12 +1040,20 @@ void G_DoLoadLevel (int position, bool autosave)
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{
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players[ii].camera = players[ii].mo;
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}
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if (!savegamerestore)
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if (savegamerestore)
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{
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E_PlayerEntered(ii, finishstate == FINISH_SameHub);
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continue;
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}
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const bool fromSnapshot = level.FromSnapshot;
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E_PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub);
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if (fromSnapshot)
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{
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// ENTER scripts are being handled when the player gets spawned, this cannot be changed due to its effect on voodoo dolls.
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if (level.FromSnapshot && !savegamerestore) FBehavior::StaticStartTypedScripts(SCRIPT_Return, players[ii].mo, true);
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FBehavior::StaticStartTypedScripts(SCRIPT_Return, players[ii].mo, true);
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}
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}
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}
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@ -945,3 +945,25 @@ int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, do
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caller->SetOrigin(old, true);
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return false;
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}
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//==========================================================================
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//
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// A_Warp
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, Warp)
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{
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PARAM_SELF_PROLOGUE(AActor)
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PARAM_OBJECT_DEF(destination, AActor)
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PARAM_FLOAT_DEF(xofs)
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PARAM_FLOAT_DEF(yofs)
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PARAM_FLOAT_DEF(zofs)
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PARAM_ANGLE_DEF(angle)
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PARAM_INT_DEF(flags)
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PARAM_FLOAT_DEF(heightoffset)
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PARAM_FLOAT_DEF(radiusoffset)
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PARAM_ANGLE_DEF(pitch)
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ACTION_RETURN_INT(!!P_Thing_Warp(self, destination, xofs, yofs, zofs, angle, flags, heightoffset, radiusoffset, pitch));
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}
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@ -1225,6 +1225,15 @@ DEFINE_ACTION_FUNCTION(FStringStruct, Truncate)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(FStringStruct, Remove)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FString);
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PARAM_UINT(index);
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PARAM_UINT(remlen);
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self->Remove(index, remlen);
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return 0;
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}
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// CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int.
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DEFINE_ACTION_FUNCTION(FStringStruct, CharAt)
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{
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@ -683,6 +683,7 @@ class Actor : Thinker native
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native float AccuracyFactor();
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native bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash);
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action native void SetCamera(Actor cam, bool revert = false);
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native bool Warp(Actor dest, double xofs = 0, double yofs = 0, double zofs = 0, double angle = 0, int flags = 0, double heightoffset = 0, double radiusoffset = 0, double pitch = 0);
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// DECORATE compatible functions
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native clearscope int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT) const;
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@ -684,6 +684,7 @@ struct StringStruct native
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native String Left(int len) const;
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native String Mid(int pos = 0, int len = 2147483647) const;
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native void Truncate(int newlen);
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native void Remove(int index, int remlen);
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native String CharAt(int pos) const;
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native int CharCodeAt(int pos) const;
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native String Filter();
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