- floatification of g_shared.
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
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30 changed files with 281 additions and 416 deletions
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@ -141,7 +141,7 @@ bool AAmmo::HandlePickup (AInventory *item)
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if (!(item->ItemFlags & IF_IGNORESKILL))
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{ // extra ammo in baby mode and nightmare mode
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receiving = FixedMul(receiving, G_SkillProperty(SKILLP_AmmoFactor));
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receiving = int(receiving * G_SkillProperty(SKILLP_AmmoFactor));
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}
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int oldamount = Amount;
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@ -193,7 +193,7 @@ AInventory *AAmmo::CreateCopy (AActor *other)
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) && GetClass() != RUNTIME_CLASS(AAmmo))
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@ -298,7 +298,7 @@ bool P_GiveBody (AActor *actor, int num, int max)
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{
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if (player->health < max)
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{
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num = FixedMul(num, G_SkillProperty(SKILLP_HealthFactor));
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num = int(num * G_SkillProperty(SKILLP_HealthFactor));
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if (num < 1) num = 1;
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player->health += num;
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if (player->health > max)
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@ -1853,7 +1853,7 @@ AInventory *ABackpackItem::CreateCopy (AActor *other)
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// extra ammo in baby mode and nightmare mode
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if (!(ItemFlags&IF_IGNORESKILL))
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{
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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if (amount < 0) amount = 0;
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if (ammo == NULL)
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@ -1916,7 +1916,7 @@ bool ABackpackItem::HandlePickup (AInventory *item)
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// extra ammo in baby mode and nightmare mode
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if (!(item->ItemFlags&IF_IGNORESKILL))
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{
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amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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probe->Amount += amount;
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if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
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