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.
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parent
4189150f17
commit
ee0cf53e9b
16 changed files with 74 additions and 76 deletions
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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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