- Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo. - Added a MF5_BRIGHT flag to always render an actor fullbright. - Fixed: Calling Door_Animated with a non-zero tag created a new thinker for each two-sided line of the sector. - Added Karate Chris's submission for making 'spray' a cheat. - Added CO2's default parameter additions for several Doom code pointers submission. - Added CO2's A_RemoveMaster/A_RemoveChildren submission. - Added Blzut3's SBARINFO replacement for the Doom statusbar. - Fixed: SBarInfo still displayed the wrong bar for height 0 - Added A_KillSiblings and A_DamageSiblings code pointers. - added MaxAbsorb and MaxFullAbsorb properties for Armor. SVN r1304 (trunk)
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153a2a4c2c
26 changed files with 367 additions and 1019 deletions
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@ -13,8 +13,7 @@
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// PIT_VileCheck
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// Detect a corpse that could be raised.
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//
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DECLARE_ACTION(A_Fire)
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void A_Fire(AActor *self, int height);
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//
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@ -33,16 +32,24 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
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DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
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{
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S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
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CALL_ACTION(A_Fire, self);
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A_Fire (self, 0);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
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{
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S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
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CALL_ACTION(A_Fire, self);
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A_Fire (self, 0);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Fire)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_FIXED(height,0);
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A_Fire(self, height);
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}
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void A_Fire(AActor *self, int height)
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{
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AActor *dest;
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angle_t an;
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@ -59,7 +66,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
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self->SetOrigin (dest->x + FixedMul (24*FRACUNIT, finecosine[an]),
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dest->y + FixedMul (24*FRACUNIT, finesine[an]),
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dest->z);
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dest->z + height);
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}
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@ -68,8 +75,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fire)
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// A_VileTarget
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// Spawn the hellfire
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//
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DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(fire,0);
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AActor *fog;
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if (!self->target)
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@ -77,13 +86,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileTarget)
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A_FaceTarget (self);
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fog = Spawn ("ArchvileFire", self->target->x, self->target->y,
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fog = Spawn (fire, self->target->x, self->target->y,
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self->target->z, ALLOW_REPLACE);
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self->tracer = fog;
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fog->target = self;
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fog->tracer = self->target;
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CALL_ACTION(A_Fire, fog);
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A_Fire(fog, 0);
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}
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