Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.).
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79 changed files with 349 additions and 183 deletions
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@ -8,7 +8,7 @@ Class Omnisight : Inventory
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Mixin SWWMRotatingPickup;
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Mixin SWWMUnrealStyleDrop;
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override bool TryPickup( in out Actor toucher )
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override bool TryPickup( Actor &toucher )
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{
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if ( !level.allmap )
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{
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@ -267,7 +267,7 @@ Class TheBall : Actor
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override int SpecialMissileHit( Actor victim )
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{
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if ( (vel.length() <= 5) || ((victim == target) && !bHITOWNER) || (victim == lasthit) || (!victim.bSHOOTABLE && !victim.bSOLID) )
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return 1;
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return MHIT_PASS;
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// check if we should rip or bounce
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// girthitude
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double girth = (victim.radius+victim.height)/2.*max(50,victim.mass)*(victim.health/double(victim.GetSpawnHealth()));
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@ -337,14 +337,14 @@ Class TheBall : Actor
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if ( (slamforce > girth) && is_schutt )
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{
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vel *= .7;
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return 1;
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return MHIT_PASS;
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}
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// force bounce
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BlockingMobj = victim;
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A_HandleBounce();
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lasthit = victim;
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// pretend to pass through
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return 1;
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return MHIT_PASS;
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}
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override void PostBeginPlay()
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{
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