- Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags. - Added Skulltag's TimeFreezer powerup. SVN r527 (trunk)
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10 changed files with 136 additions and 18 deletions
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@ -75,13 +75,24 @@ void P_Ticker (void)
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if (paused || (playerswiping && !demoplayback) || P_CheckTickerPaused())
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return;
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S_ResumeSound ();
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// [BC] Do a quick check to see if anyone has the freeze time power. If they do,
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// then don't resume the sound, since one of the effects of that power is to shut
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// off the music.
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for (i = 0; i < MAXPLAYERS; i++ )
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{
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if (playeringame[i] && players[i].Powers & PW_TIMEFREEZE)
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break;
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}
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if ( i == MAXPLAYERS )
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S_ResumeSound ();
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P_ResetSightCounters (false);
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// Since things will be moving, it's okay to interpolate them in the renderer.
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r_NoInterpolate = false;
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if (!bglobal.freeze)
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if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
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{
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P_ThinkParticles (); // [RH] make the particles think
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}
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@ -96,7 +107,7 @@ void P_Ticker (void)
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DThinker::RunThinkers ();
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//if added by MC: Freeze mode.
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if (!bglobal.freeze)
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if (!bglobal.freeze && !(level.flags & LEVEL_FROZEN))
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{
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P_UpdateSpecials ();
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P_RunEffects (); // [RH] Run particle effects
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