Revert all "global level removal" changes, as this concept is being discarded in GZDoom.
Keep a couple changes from that commit, though, such as the switch to legacy render style tags in Screen API calls.
This commit is contained in:
parent
4189150f17
commit
ee0cf53e9b
16 changed files with 74 additions and 76 deletions
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@ -158,7 +158,7 @@ Class BioXLight : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(64*lifetime);
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args[LIGHT_GREEN] = int(255*lifetime);
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args[LIGHT_BLUE] = int(48*lifetime);
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@ -211,7 +211,7 @@ Class BioGel : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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if ( !bNOGRAVITY )
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{
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roll += rollvel;
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@ -608,7 +608,7 @@ Class BioGlob : BioGel
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<2; i++ )
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{
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@ -428,7 +428,7 @@ Class UTRocketLauncher : UTWeapon
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// lock-on check
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action void A_CheckTarget()
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{
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let t = level.CreateThinkerIterator("Actor");
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let t = ThinkerIterator.Create("Actor");
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Actor a;
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double closest = double.max;
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invoker.LockedTarget = null;
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@ -119,7 +119,7 @@ Class UTCasing : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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if ( InStateSequence(CurState,ResolveState("Death")) )
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{
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deadtimer++;
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@ -55,7 +55,7 @@ Class ChunkLight : DynamicLight
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Destroy();
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return;
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}
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(255*(10-target.frame)*0.1);
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args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1);
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args[LIGHT_BLUE] = int(128*(10-target.frame)*0.1);
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@ -84,7 +84,7 @@ Class ChunkTrail : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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if ( InStateSequence(CurState,FindState("Death")) ) return;
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if ( !target )
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{
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@ -121,7 +121,7 @@ Class FlakAccumulator : Thinker
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static void Accumulate( Actor victim, int amount )
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{
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let ti = victim.level.CreateThinkerIterator("FlakAccumulator",STAT_USER);
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let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
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FlakAccumulator a, match = null;
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while ( a = FlakAccumulator(ti.Next()) )
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{
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@ -131,7 +131,7 @@ Class FlakAccumulator : Thinker
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}
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if ( !match )
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{
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match = new("FlakAccumulator"); // another thinker created through new(), this all looks like a big catastrophe waiting to happen
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match = new("FlakAccumulator");
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match.ChangeStatNum(STAT_USER);
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match.victim = victim;
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}
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@ -141,7 +141,7 @@ Class FlakAccumulator : Thinker
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static int GetAmount( Actor victim )
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{
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let ti = victim.level.CreateThinkerIterator("FlakAccumulator",STAT_USER);
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let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
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FlakAccumulator a;
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while ( a = FlakAccumulator(ti.Next()) )
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{
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@ -193,7 +193,7 @@ Class FlakChunk : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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if ( waterlevel > 0 )
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{
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vel.xy *= 0.98;
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@ -335,7 +335,7 @@ Class SlugSmoke : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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lifetime += lifespeed;
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
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@ -369,7 +369,7 @@ Class SlugLight : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(255*lifetime);
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args[LIGHT_GREEN] = int(224*lifetime);
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args[LIGHT_BLUE] = int(128*lifetime);
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@ -152,7 +152,7 @@ Class ImpactHammer : UTWeapon
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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}
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// push aside projectiles
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let t = level.CreateThinkerIterator("Actor");
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let t = ThinkerIterator.Create("Actor");
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Actor m;
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while ( m = Actor(t.Next()) )
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{
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@ -47,7 +47,7 @@ Class MinigunTracer : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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Vector3 dir = level.Vec3Diff(pos,dest);
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if ( dir.length() < 160 )
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{
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@ -9,7 +9,7 @@ Class dt_CoordUtil
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{
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// projects a world point onto screen
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// view matrix setup mostly pulled from gutawer's code
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static Vector3 WorldToScreen( LevelLocals level, Vector3 vect, Vector3 eye, double pitch, double yaw, double roll, double vfov )
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static Vector3 WorldToScreen( Vector3 vect, Vector3 eye, double pitch, double yaw, double roll, double vfov )
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{
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double ar = Screen.getWidth()/double(Screen.getHeight());
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double fovr = (ar>=1.3)?1.333333:ar;
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@ -91,7 +91,7 @@ Class ViewPulseSpark : PulseSpark
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Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
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SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
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bInvisible = (players[consoleplayer].camera != target);
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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ofs += vvel;
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vvel *= 0.9;
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scale *= 0.8;
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@ -149,7 +149,7 @@ Class PulseExplLight : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(64*lifetime);
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args[LIGHT_GREEN] = int(255*lifetime);
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lifetime -= 1./ReactionTime;
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@ -372,7 +372,7 @@ Class PulseBolt : Actor
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{
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if ( !damagedactor )
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{
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accdamage = min(0.5*(level.maptime-lasthit),0.1);
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accdamage = min(0.5*(level.time-lasthit),0.1);
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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@ -381,7 +381,7 @@ Class PulseBolt : Actor
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t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x));
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accdamage = 0;
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}
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lasthit = level.maptime;
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lasthit = level.time;
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damagedactor = t.Results.HitActor;
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accdamage += 1./TICRATE;
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if ( accdamage > 0.17 )
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@ -506,7 +506,7 @@ Class StarterBolt : PulseBolt
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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if ( !target )
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{
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Destroy();
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@ -170,7 +170,7 @@ Class Razor2AltLight : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(255*lifetime);
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args[LIGHT_GREEN] = int(240*lifetime);
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args[LIGHT_BLUE] = int(224*lifetime);
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@ -72,7 +72,7 @@ Class ShockRifleWave : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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alpha -= 1/50.;
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}
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States
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@ -99,7 +99,7 @@ Class SuperShockRifleWave : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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alpha -= 1/50.;
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}
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States
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@ -127,7 +127,7 @@ Class ShockBeamRing : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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alpha -= 1./ReactionTime;
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}
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States
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@ -154,7 +154,7 @@ Class SuperShockBeamRing : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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alpha -= 1./ReactionTime;
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}
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States
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@ -295,7 +295,7 @@ Class ShockBeam : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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if ( !moving ) return;
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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@ -522,7 +522,7 @@ Class SuperShockBeam : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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if ( !moving ) return;
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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@ -765,7 +765,7 @@ Class ShockExplLight : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(160*lifetime);
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args[LIGHT_GREEN] = int(128*lifetime);
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args[LIGHT_BLUE] = int(255*lifetime);
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@ -791,7 +791,7 @@ Class SuperShockExplLight : DynamicLight
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = int(255*lifetime);
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args[LIGHT_GREEN] = int(160*lifetime);
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args[LIGHT_BLUE] = int(128*lifetime);
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@ -982,7 +982,7 @@ Class ViewShockSpark : ShockSpark
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Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
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SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
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bInvisible = (players[consoleplayer].camera != target);
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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ofs += vvel;
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vvel *= 0.9;
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scale *= 0.8;
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@ -213,7 +213,7 @@ Class UTPlayer : DoomPlayer
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}
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if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]);
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if ( !footsteps.GetBool() ) return;
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double ang = level.maptime/(20*TICRATE/35.)*360.;
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double ang = level.time/(20*TICRATE/35.)*360.;
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bool forcefootstep = false;
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if ( player.onground && !bNoGravity && !lastground && (waterlevel < 2) )
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{
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@ -901,7 +901,7 @@ Class UTViewSpark : UTSpark
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Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
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SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
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bInvisible = (players[consoleplayer].camera != target);
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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ofs += vvel;
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vvel.z -= 0.1;
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scale *= 0.8;
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@ -943,7 +943,7 @@ Class UTChip : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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if ( InStateSequence(CurState,ResolveState("Death")) )
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{
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deadtimer++;
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@ -1006,7 +1006,7 @@ Class UTBubble : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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vel *= 0.96;
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vel.z += 0.05;
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if ( (waterlevel <= 0) || !Random[Puff](0,100) ) Destroy();
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@ -1054,7 +1054,7 @@ Class UTSmoke : Actor
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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vel *= 0.96;
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vel.z += 0.01;
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A_FadeOut(1/32.);
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@ -1146,7 +1146,7 @@ Class UTViewSmoke : UTSmoke
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Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
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SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
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bInvisible = (players[consoleplayer].camera != target);
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if ( isFrozen() ) return;
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if ( level.frozen || globalfreeze ) return;
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ofs += vvel;
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vvel *= 0.96;
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vvel.z += 0.01;
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@ -1545,7 +1545,7 @@ Class UTMainHandler : StaticEventHandler
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private Actor AddLight( Vector3 pos, Color col, int radius )
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{
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Actor l = currentSession.levelinfo[0].Spawn("PointLightAttenuated",pos);
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Actor l = Actor.Spawn("PointLightAttenuated",pos);
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if ( !l ) return null;
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l.args[0] = col.r;
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l.args[1] = col.g;
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@ -1556,7 +1556,7 @@ Class UTMainHandler : StaticEventHandler
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private Actor AddAmbient( Vector3 pos, String snd, double volume = 1., double attenuation = ATTN_NORM )
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{
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Actor a = currentSession.levelinfo[0].Spawn("MapSpot",pos);
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Actor a = Actor.Spawn("MapSpot",pos);
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if ( !a ) return null;
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a.A_PlaySound(snd,CHAN_BODY,volume,true,attenuation);
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return a;
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@ -1565,12 +1565,15 @@ Class UTMainHandler : StaticEventHandler
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override void WorldLoaded( WorldEvent e )
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{
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if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
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let level = currentSession.levelinfo[0];
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// just replace the -noflat- with a better scaled version
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// just replace the -noflat- with a better scaled version and change the sky
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if ( !flak_doomtest )
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{
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if ( (level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33") || (level.GetChecksum() ~== "D8206A3414DA967F2159473B5791139E") )
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{
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level.ReplaceTextures("-noflat-","DefTex",0);
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TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
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level.ChangeSky(skytx,skytx);
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}
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return;
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}
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// prettify Kinsie's test map for a more Unreal feel
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@ -1871,7 +1874,7 @@ Class UTMainHandler : StaticEventHandler
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return;
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}
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// generic gibbing
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let a = e.Thing.level.Spawn("UTGibber",e.Thing.pos);
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let a = Actor.Spawn("UTGibber",e.Thing.pos);
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a.vel = e.Thing.vel;
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a.Scale = e.Thing.Scale;
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a.Translation = e.Thing.BloodTranslation;
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@ -1886,7 +1889,7 @@ Class UTMainHandler : StaticEventHandler
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}
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// attach damage accumulator for corpses
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if ( !flak_corpsedamage ) return;
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let a = e.Thing.level.Spawn("ShredCorpseHitbox",e.Thing.pos);
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let a = Actor.Spawn("ShredCorpseHitbox",e.Thing.pos);
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a.target = e.Thing;
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}
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@ -1911,7 +1914,7 @@ Class UTMainHandler : StaticEventHandler
|
|||
if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) )
|
||||
continue;
|
||||
Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5);
|
||||
a.vel += Source.level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
|
||||
a.vel += Level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1925,7 +1928,7 @@ Class UTMainHandler : StaticEventHandler
|
|||
static void DoSwing( Actor target, Vector2 dir, double initial, double inc, int steps, int mode = 0, int delay = 0, double rmul = 1.0 )
|
||||
{
|
||||
if ( !flak_swingers ) return;
|
||||
let s = new("Swinger"); // this looks unsafe, shouldn't there be a way to create thinkers in specifc level?
|
||||
let s = new("Swinger");
|
||||
s.ChangeStatNum(Thinker.STAT_USER);
|
||||
s.target = target;
|
||||
s.dir = dir;
|
||||
|
|
|
|||
|
|
@ -155,7 +155,7 @@ Class UTBloodTrail : Actor
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
if ( level.frozen || globalfreeze ) return;
|
||||
if ( !target ) return;
|
||||
SetOrigin(target.pos,true);
|
||||
double ang, pt;
|
||||
|
|
|
|||
|
|
@ -401,7 +401,7 @@ Class UTHud : BaseStatusBar
|
|||
if ( CPlayer.mo.Health < CPlayer.mo.SpawnHealth()/2 )
|
||||
{
|
||||
Color blinkcolor;
|
||||
double blinky = ((currentsession.time+fractic)/Thinker.TICRATE)*1.5;
|
||||
double blinky = ((level.time+fractic)/Thinker.TICRATE)*1.5;
|
||||
blinky = blinky-floor(blinky);
|
||||
blinkcolor = LerpColor(tintcolor,WhiteColor,blinky);
|
||||
UTDrawTintedTex(Boxes[2],hudsize,-1,blinkcolor);
|
||||
|
|
@ -517,7 +517,7 @@ Class UTHud : BaseStatusBar
|
|||
CurY = Screen.GetHeight()-64*hudsize*HScale;
|
||||
if ( showweapons && ((weaponsize*hudsize)>=1.0) ) CurY -= 64*hudsize*HScale;
|
||||
DrawColor = tintcolor;
|
||||
double whiten = ((currentsession.time+fractic)-lastfrag)/Thinker.TICRATE;
|
||||
double whiten = ((level.time+fractic)-lastfrag)/Thinker.TICRATE;
|
||||
if ( whiten < 3.0 )
|
||||
{
|
||||
if ( tintcolor == GoldColor )
|
||||
|
|
@ -539,7 +539,7 @@ Class UTHud : BaseStatusBar
|
|||
}
|
||||
private void DrawIdentifyInfo()
|
||||
{
|
||||
double lalpha = 2.0-((currentsession.time+fractic)-lastseentic)/Thinker.TICRATE;
|
||||
double lalpha = 2.0-((level.time+fractic)-lastseentic)/Thinker.TICRATE;
|
||||
if ( !lastseen || (lalpha <= 0) ) return;
|
||||
String cl1 = "Teal", cl2 = "Cyan";
|
||||
if ( deathmatch && (lastseen.player.GetTeam() < teams.size()) )
|
||||
|
|
@ -613,19 +613,19 @@ Class UTHud : BaseStatusBar
|
|||
Super.Tick();
|
||||
if ( deathmatch||teamplay )
|
||||
{
|
||||
if ( CPlayer.fragcount != lastfragcnt ) lastfrag = currentsession.time;
|
||||
if ( CPlayer.fragcount != lastfragcnt ) lastfrag = level.time;
|
||||
lastfragcnt = CPlayer.fragcount;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( CPlayer.killcount != lastfragcnt ) lastfrag = currentsession.time;
|
||||
if ( CPlayer.killcount != lastfragcnt ) lastfrag = level.time;
|
||||
lastfragcnt = CPlayer.killcount;
|
||||
}
|
||||
vtracer.ignore = CPlayer.mo;
|
||||
vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,(cos(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),sin(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),-sin(CPlayer.mo.pitch)),1000,0);
|
||||
if ( vtracer.Results.HitType != TRACE_HitActor ) return;
|
||||
lastseen = vtracer.Results.HitActor;
|
||||
lastseentic = currentsession.time;
|
||||
lastseentic = level.time;
|
||||
}
|
||||
|
||||
private void DrawUTHUD()
|
||||
|
|
|
|||
|
|
@ -48,9 +48,9 @@ Class ShockWave : Actor
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( alpha <= 0 ) return;
|
||||
if ( !t ) t = level.CreateThinkerIterator("Actor");
|
||||
if ( !t ) t = ThinkerIterator.Create("Actor");
|
||||
icount++;
|
||||
if ( icount == 4 ) Spawn("WarheadSubExplosion",pos);
|
||||
lifespan--;
|
||||
|
|
@ -164,7 +164,7 @@ Class WarheadExplodLight : DynamicLight
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
args[LIGHT_RED] = int(255*lifetime);
|
||||
args[LIGHT_GREEN] = int(192*lifetime);
|
||||
args[LIGHT_BLUE] = int(128*lifetime);
|
||||
|
|
@ -224,7 +224,7 @@ Class WarheadTrail : Actor
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
if ( level.frozen || globalfreeze ) return;
|
||||
vel *= 0.99;
|
||||
A_FadeOut(0.1);
|
||||
}
|
||||
|
|
@ -275,7 +275,7 @@ Class WarShell : Actor
|
|||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( !bMISSILE ) return;
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
|
|
@ -375,7 +375,7 @@ Class GuidedWarShell : WarShell
|
|||
justleft = false;
|
||||
bHITOWNER = true;
|
||||
}
|
||||
if ( isFrozen() ) return;
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( !bMISSILE ) return;
|
||||
if ( !target || !target.player || (target.Health <= 0) )
|
||||
{
|
||||
|
|
@ -482,7 +482,7 @@ Class RedeemerHUD : HUDMessageBase
|
|||
// shootable targetting
|
||||
if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() && !CVar.GetCVar('flak_redeemerreadout_perframe',players[consoleplayer]).GetBool() )
|
||||
{
|
||||
if ( !t ) t = camera.level.CreateThinkerIterator("Actor");
|
||||
if ( !t ) t = ThinkerIterator.Create("Actor");
|
||||
if ( !tr ) tr = new("MidTracer");
|
||||
t.Reinit();
|
||||
ta.Clear();
|
||||
|
|
@ -490,10 +490,10 @@ Class RedeemerHUD : HUDMessageBase
|
|||
Vector3 vdir = (cos(ViewAngle)*cos(ViewPitch),sin(ViewAngle)*cos(ViewPitch),-sin(ViewPitch));
|
||||
while ( a = Actor(t.Next()) )
|
||||
{
|
||||
Vector3 tdir = camera.level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5));
|
||||
Vector3 tdir = Level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5));
|
||||
if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || (tdir.length() > 2000) || (acos(tdir.unit() dot vdir) > players[consoleplayer].FOV) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue;
|
||||
Vector3 wpos = ViewPos+tdir;
|
||||
Vector3 spos = dt_CoordUtil.WorldToScreen(camera.level,wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV);
|
||||
Vector3 spos = dt_CoordUtil.WorldToScreen(wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV);
|
||||
if ( spos.z > 1.0 ) continue;
|
||||
TargetActor te = new("TargetActor");
|
||||
te.vpos = dt_CoordUtil.ToViewport(spos);
|
||||
|
|
@ -513,7 +513,7 @@ Class RedeemerHUD : HUDMessageBase
|
|||
{
|
||||
if ( CVar.GetCVar('flak_redeemerreadout_perframe',players[consoleplayer]).GetBool() )
|
||||
{
|
||||
if ( !t ) t = camera.level.CreateThinkerIterator("Actor");
|
||||
if ( !t ) t = ThinkerIterator.Create("Actor");
|
||||
if ( !tr ) tr = new("MidTracer");
|
||||
t.Reinit();
|
||||
ta.Clear();
|
||||
|
|
@ -521,10 +521,10 @@ Class RedeemerHUD : HUDMessageBase
|
|||
Vector3 vdir = (cos(ViewAngle)*cos(ViewPitch),sin(ViewAngle)*cos(ViewPitch),-sin(ViewPitch));
|
||||
while ( a = Actor(t.Next()) )
|
||||
{
|
||||
Vector3 tdir = camera.level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5));
|
||||
Vector3 tdir = Level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5));
|
||||
if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || (tdir.length() > 2000) || (acos(tdir.unit() dot vdir) > players[consoleplayer].FOV) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue;
|
||||
Vector3 wpos = ViewPos+tdir;
|
||||
Vector3 spos = dt_CoordUtil.WorldToScreen(camera.level,wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV);
|
||||
Vector3 spos = dt_CoordUtil.WorldToScreen(wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV);
|
||||
if ( spos.z > 1.0 ) continue;
|
||||
TargetActor te = new("TargetActor");
|
||||
te.vpos = dt_CoordUtil.ToViewport(spos);
|
||||
|
|
@ -535,8 +535,8 @@ Class RedeemerHUD : HUDMessageBase
|
|||
}
|
||||
for ( int i=0; i<ta.Size(); i++ )
|
||||
{
|
||||
Screen.DrawTexture(mark,false,ta[i].vpos.x,ta[i].vpos.y,DTA_RenderStyle,(1|2<<8|1<<16));
|
||||
Screen.DrawText(whfont,Font.CR_UNTRANSLATED,(ta[i].vpos.x-whfont.StringWidth(ta[i].diststr)/2)-12,ta[i].vpos.y+8,ta[i].diststr,DTA_RenderStyle,(1|2<<8|1<<16));
|
||||
Screen.DrawTexture(mark,false,ta[i].vpos.x,ta[i].vpos.y,DTA_LegacyRenderStyle,STYLE_Add);
|
||||
Screen.DrawText(whfont,Font.CR_UNTRANSLATED,(ta[i].vpos.x-whfont.StringWidth(ta[i].diststr)/2)-12,ta[i].vpos.y+8,ta[i].diststr,DTA_LegacyRenderStyle,STYLE_Add);
|
||||
}
|
||||
}
|
||||
// reticle
|
||||
|
|
@ -553,7 +553,7 @@ Class RedeemerHUD : HUDMessageBase
|
|||
double rrot = -LagRoll2*2;
|
||||
for ( int i=0; i<4; i++ )
|
||||
sshape.PushVertex(mid+(verts[i].x*cos(rrot)-verts[i].y*sin(rrot),verts[i].x*sin(rrot)+verts[i].y*cos(rrot)));
|
||||
Screen.DrawShape(reticle1,false,sshape,DTA_RenderStyle,(1|2<<8|1<<16));
|
||||
Screen.DrawShape(reticle1,false,sshape,DTA_LegacyRenderStyle,STYLE_Add);
|
||||
sshape.Clear(Shape2D.C_Verts);
|
||||
verts[0] = (-siz2.x,siz.y+siz2.y);
|
||||
verts[1] = (siz2.x,siz.y+siz2.y);
|
||||
|
|
@ -561,14 +561,14 @@ Class RedeemerHUD : HUDMessageBase
|
|||
verts[3] = (siz2.x,siz.y+3*siz2.y);
|
||||
for ( int i=0; i<4; i++ )
|
||||
sshape.PushVertex(mid+(verts[i].x*cos(rrot)-verts[i].y*sin(rrot),verts[i].x*sin(rrot)+verts[i].y*cos(rrot)));
|
||||
Screen.DrawShape(arrow,false,sshape,DTA_RenderStyle,(1|2<<8|1<<16));
|
||||
Screen.DrawTexture(reticle2,false,vs.x*0.5,vs.y*0.5,DTA_VirtualWidthF,vs.x,DTA_VirtualHeightF,vs.y,DTA_KeepRatio,true,DTA_RenderStyle,(1|2<<8|1<<16));
|
||||
Screen.DrawShape(arrow,false,sshape,DTA_LegacyRenderStyle,STYLE_Add);
|
||||
Screen.DrawTexture(reticle2,false,vs.x*0.5,vs.y*0.5,DTA_VirtualWidthF,vs.x,DTA_VirtualHeightF,vs.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add);
|
||||
// faux assembly readout
|
||||
int numreadouts = int(vs.y/128+2);
|
||||
for ( int i=0; i<numreadouts; i++ )
|
||||
{
|
||||
int scroll = (gametic*5)%128;
|
||||
Screen.DrawTexture(readout,false,0,i*128-scroll,DTA_VirtualWidthF,vs.x,DTA_VirtualHeightF,vs.y,DTA_KeepRatio,true,DTA_RenderStyle,(1|2<<8|1<<16));
|
||||
Screen.DrawTexture(readout,false,0,i*128-scroll,DTA_VirtualWidthF,vs.x,DTA_VirtualHeightF,vs.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue