- made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
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24 changed files with 133 additions and 121 deletions
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@ -1071,8 +1071,8 @@ public:
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Pawn->flags |= MF_SHOOTABLE;
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Pawn->flags2 &= ~MF2_INVULNERABLE;
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// Store the player's current damage factor, to restore it later.
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fixed_t plyrdmgfact = Pawn->DamageFactor;
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Pawn->DamageFactor = 65536;
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double plyrdmgfact = Pawn->DamageFactor;
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Pawn->DamageFactor = 1.;
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P_DamageMobj (Pawn, Pawn, Pawn, TELEFRAG_DAMAGE, NAME_Suicide);
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Pawn->DamageFactor = plyrdmgfact;
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if (Pawn->health <= 0)
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