- Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective. - Added support for "RRGGBB" strings to V_GetColor. - Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly. - Changed GetSpriteIndex to cache the last used sprite name so that the code using this function doesn't have to do it itself. - Moved some more code for the state parser into p_states.cpp. - Fixed: TDeletingArray should not try to delete NULL pointers. SVN r1312 (trunk)
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238de9cda1
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081658d3d5
24 changed files with 1978 additions and 1901 deletions
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@ -820,31 +820,31 @@ static int PatchThing (int thingy)
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}
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if (!strnicmp (Line1, "Initial", 7))
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statedef.AddState("Spawn", state ? state : GetDefault<AActor>()->SpawnState);
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statedef.SetStateLabel("Spawn", state ? state : GetDefault<AActor>()->SpawnState);
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else if (!strnicmp (Line1, "First moving", 12))
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statedef.AddState("See", state);
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statedef.SetStateLabel("See", state);
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else if (!strnicmp (Line1, "Injury", 6))
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statedef.AddState("Pain", state);
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statedef.SetStateLabel("Pain", state);
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else if (!strnicmp (Line1, "Close attack", 12))
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{
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if (thingy != 1) // Not for players!
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{
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statedef.AddState("Melee", state);
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statedef.SetStateLabel("Melee", state);
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}
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}
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else if (!strnicmp (Line1, "Far attack", 10))
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{
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if (thingy != 1) // Not for players!
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{
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statedef.AddState("Missile", state);
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statedef.SetStateLabel("Missile", state);
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}
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}
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else if (!strnicmp (Line1, "Death", 5))
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statedef.AddState("Death", state);
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statedef.SetStateLabel("Death", state);
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else if (!strnicmp (Line1, "Exploding", 9))
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statedef.AddState("XDeath", state);
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statedef.SetStateLabel("XDeath", state);
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else if (!strnicmp (Line1, "Respawn", 7))
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statedef.AddState("Raise", state);
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statedef.SetStateLabel("Raise", state);
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}
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else if (stricmp (Line1 + linelen - 6, " sound") == 0)
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{
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@ -1394,15 +1394,15 @@ static int PatchWeapon (int weapNum)
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}
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if (strnicmp (Line1, "Deselect", 8) == 0)
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statedef.AddState("Select", state);
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statedef.SetStateLabel("Select", state);
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else if (strnicmp (Line1, "Select", 6) == 0)
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statedef.AddState("Deselect", state);
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statedef.SetStateLabel("Deselect", state);
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else if (strnicmp (Line1, "Bobbing", 7) == 0)
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statedef.AddState("Ready", state);
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statedef.SetStateLabel("Ready", state);
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else if (strnicmp (Line1, "Shooting", 8) == 0)
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statedef.AddState("Fire", state);
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statedef.SetStateLabel("Fire", state);
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else if (strnicmp (Line1, "Firing", 6) == 0)
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statedef.AddState("Flash", state);
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statedef.SetStateLabel("Flash", state);
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}
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else if (stricmp (Line1, "Ammo type") == 0)
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{
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