- 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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38a073626f
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45 changed files with 1728 additions and 819 deletions
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@ -128,6 +128,7 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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AWeapon *const weapon = (AWeapon *)sgDefaults;
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ASigil *const sigil = (ASigil *)sgDefaults;
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AAmmo *const ammo = (AAmmo *)sgDefaults;
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APlayerPawn *const player = (APlayerPawn *)sgDefaults;
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switch (defnum)
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{
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@ -313,6 +314,32 @@ static void ApplyActorDefault (int defnum, const char *datastr, int dataint)
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case ADEF_Weapon_AltHoldAtkState:weapon->AltHoldAtkState = datastate; break;
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case ADEF_Weapon_FlashState: weapon->FlashState = datastate; break;
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case ADEF_Sigil_NumPieces: sigil->NumPieces = dataint; break;
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// [GRB] Player class properties
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case ADEF_PlayerPawn_JumpZ: player->JumpZ = dataint; break;
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case ADEF_PlayerPawn_ViewHeight: player->ViewHeight = dataint; break;
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case ADEF_PlayerPawn_ForwardMove1: player->ForwardMove1 = dataint; break;
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case ADEF_PlayerPawn_ForwardMove2: player->ForwardMove2 = dataint; break;
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case ADEF_PlayerPawn_SideMove1: player->SideMove1 = dataint; break;
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case ADEF_PlayerPawn_SideMove2: player->SideMove2 = dataint; break;
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case ADEF_PlayerPawn_ColorRange: sgClass->Meta.SetMetaInt (APMETA_ColorRange, dataint); break;
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case ADEF_PlayerPawn_CrouchSprite: player->crouchsprite = GetSpriteIndex(datastr); break;
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case ADEF_PlayerPawn_SpawnMask: player->SpawnMask = dataint; break;
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case ADEF_PlayerPawn_DisplayName:
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sgClass->Meta.SetMetaString (APMETA_DisplayName, datastr);
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break;
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case ADEF_PlayerPawn_SoundClass:
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sgClass->Meta.SetMetaString (APMETA_SoundClass, datastr);
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break;
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case ADEF_PlayerPawn_ScoreIcon:
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player->ScoreIcon = TexMan.AddPatch (datastr);
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if (player->ScoreIcon <= 0)
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{
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player->ScoreIcon = TexMan.AddPatch (datastr, ns_sprites);
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}
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break;
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}
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}
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