- Generalized Hexen's class-based spawning to be a property of the player class
so now it is available in all games. - Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence with A_FireScream and defined *burndeath for Heretic. - Added Grubber's custom player class support. SVN r250 (trunk)
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45 changed files with 1728 additions and 819 deletions
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@ -186,7 +186,7 @@ bool P_GiveBody (AActor *actor, int num)
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if (player != NULL)
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{
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max = ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
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max = static_cast<APlayerPawn*>(actor)->GetMaxHealth() + player->stamina;
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if (player->morphTics)
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{
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max = MAXMORPHHEALTH;
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@ -820,6 +820,7 @@ void AInventory::Hide ()
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{
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SetState (&States[S_HIDESPECIAL]);
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tics = 1400;
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if (ItemFlags & IF_PICKUPFLASH) tics += 30;
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}
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else
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{
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@ -1091,16 +1092,6 @@ IMPLEMENT_STATELESS_ACTOR (APowerupGiver, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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AT_GAME_SET(PowerupGiver)
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{
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APowerupGiver * giver = GetDefault<APowerupGiver>();
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if (gameinfo.gametype & GAME_Raven)
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{
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giver->RespawnTics = 1400+30;
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}
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}
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//===========================================================================
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//
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// AInventory :: DoRespawn
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@ -1816,7 +1807,7 @@ bool AHealth::TryPickup (AActor *other)
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PrevHealth = other->player->health;
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if (max == 0)
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{
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max = ((i_compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
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max = static_cast<APlayerPawn*>(other)->GetMaxHealth() + player->stamina;
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if (player->morphTics)
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{
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max = MAXMORPHHEALTH;
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