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Merge branch 'maint'
This commit is contained in:
commit
fabf8272e6
4 changed files with 53 additions and 1 deletions
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@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
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{
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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{
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if (P_GiveBody(Owner, Strength))
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if (P_GiveBody(Owner, Strength/FRACUNIT))
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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@ -46,6 +46,7 @@
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#include "p_acs.h"
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#include "p_saveg.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "c_console.h"
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@ -4233,6 +4234,7 @@ enum EACSFunctions
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ACSF_PlayActorSound,
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ACSF_SpawnDecal,
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ACSF_CheckFont,
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ACSF_DropItem,
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// ZDaemon
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ACSF_GetTeamScore = 19620, // (int team)
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@ -5235,6 +5237,39 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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// bool CheckFont(str fontname)
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return V_GetFont(FBehavior::StaticLookupString(args[0])) != NULL;
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case ACSF_DropItem:
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{
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const char *type = FBehavior::StaticLookupString(args[1]);
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int amount = argCount >= 3? args[2] : -1;
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int chance = argCount >= 4? args[3] : -1;
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const PClass *cls = PClass::FindClass(type);
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int cnt = 0;
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if (cls != NULL)
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{
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if (args[0] == 0)
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{
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if (activator != NULL)
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{
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P_DropItem(activator, cls, amount, chance);
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cnt++;
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}
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}
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else
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{
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FActorIterator it(args[0]);
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AActor *actor;
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while ((actor = it.Next()) != NULL)
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{
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P_DropItem(actor, cls, amount, chance);
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cnt++;
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}
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}
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return cnt;
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}
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break;
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}
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default:
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break;
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}
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@ -4951,3 +4951,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
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self->DamageType = damagetype;
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}
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//==========================================================================
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//
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// A_DropItem
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_CLASS(spawntype, 0);
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ACTION_PARAM_INT(amount, 1);
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ACTION_PARAM_INT(chance, 2);
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P_DropItem(self, spawntype, amount, chance);
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}
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@ -300,6 +300,7 @@ ACTOR Actor native //: Thinker
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action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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action native A_SetTics(int tics);
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = -1);
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckRange(float distance, state label);
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