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CON: add getactor[]/sprite[] member 'movflags'.
This is exactly the same as the actor[].movflags member in the Lunatic build: http://lunatic.eduke32.com/lunatic.html#actor git-svn-id: https://svn.eduke32.com/eduke32@4448 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 9 additions and 2 deletions
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@ -827,6 +827,7 @@ const memberlabel_t ActorLabels[]=
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{ "isvalid", ACTOR_ISVALID, 0, 0 },
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// aliases:
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{ "movflags", ACTOR_HITAG, 0, 0 },
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{ "detail", ACTOR_DETAIL, 0, 0 }, // deprecated name for 'blend'
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{ "", -1, 0, 0 } // END OF LIST
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@ -416,6 +416,7 @@ local ActorLabels = {
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-- Read access differs from write ({ get, set }):
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htg_t = { AC":_get_t_data(%s)", AC":_set_t_data(%s,%%s)" },
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htflags = AC".flags",
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movflags = AC".movflags",
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-- (mostly) model-related flags
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angoff = SX".angoff",
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@ -1232,7 +1232,7 @@ goggles activated, respectively.
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_`weapondata_t`_ +weapon[_weapon_]+::
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A struct containing information about the behavior each of weapon for this
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player. In CON, these are available under the name
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player. In CON, these are available as separate gamevars named
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{wiki_predef_gamevars}[`WEAPONx_*`] for weapon indices `x` and members `*`.
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[float]
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@ -267,7 +267,9 @@ local function create_base_shtab_2(basesht)
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return sht:remap16(iperm16)
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end
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if (gv.LUNATIC_CLIENT == gv.LUNATIC_CLIENT_MAPSTER32) then
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local ismapster32 = (gv.LUNATIC_CLIENT == gv.LUNATIC_CLIENT_MAPSTER32)
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if (ismapster32) then
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-- Wrapper around engine.savePaletteDat() that errors on unexpected events.
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function shadexfog.save(filename, palnum, blendnum, moreblends, lognumalphatabs)
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local ok, errmsg, nummoreblends = engine.savePaletteDat(
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@ -409,6 +411,9 @@ function shadexfog.create_additive_trans(startblendidx, numtables, fullbrightsOK
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)
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end
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if (not ismapster32) then
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return shadexfog
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end
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--========== Mapster32 Lua menu hooks ==========--
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