- floatification of g_shared.
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
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4a79602325
30 changed files with 281 additions and 416 deletions
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@ -59,10 +59,12 @@ void FMapInfoParser::ParseSkill ()
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bool thisisdefault = false;
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bool acsreturnisset = false;
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skill.AmmoFactor = FRACUNIT;
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skill.DoubleAmmoFactor = 2*FRACUNIT;
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skill.DropAmmoFactor = -1;
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skill.AmmoFactor = 1.;
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skill.DoubleAmmoFactor = 2.;
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skill.DropAmmoFactor = -1.;
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skill.DamageFactor = 1.;
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skill.ArmorFactor = 1.;
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skill.HealthFactor = 1.;
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skill.FastMonsters = false;
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skill.SlowMonsters = false;
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skill.DisableCheats = false;
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@ -71,7 +73,7 @@ void FMapInfoParser::ParseSkill ()
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skill.AutoUseHealth = false;
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skill.RespawnCounter = 0;
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skill.RespawnLimit = 0;
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skill.Aggressiveness = FRACUNIT;
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skill.Aggressiveness = 1.;
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skill.SpawnFilter = 0;
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skill.ACSReturn = 0;
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skill.MustConfirm = false;
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@ -79,12 +81,10 @@ void FMapInfoParser::ParseSkill ()
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skill.TextColor = "";
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skill.Replace.Clear();
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skill.Replaced.Clear();
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skill.MonsterHealth = FRACUNIT;
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skill.FriendlyHealth = FRACUNIT;
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skill.MonsterHealth = 1.;
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skill.FriendlyHealth = 1.;
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skill.NoPain = false;
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skill.ArmorFactor = FRACUNIT;
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skill.Infighting = 0;
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skill.HealthFactor = FRACUNIT;
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sc.MustGetString();
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skill.Name = sc.String;
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@ -97,19 +97,19 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetFloat ();
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skill.AmmoFactor = FLOAT2FIXED(sc.Float);
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skill.AmmoFactor = sc.Float;
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}
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else if (sc.Compare ("doubleammofactor"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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skill.DoubleAmmoFactor = FLOAT2FIXED(sc.Float);
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skill.DoubleAmmoFactor = sc.Float;
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}
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else if (sc.Compare ("dropammofactor"))
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{
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ParseAssign();
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sc.MustGetFloat ();
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skill.DropAmmoFactor = FLOAT2FIXED(sc.Float);
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skill.DropAmmoFactor = sc.Float;
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}
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else if (sc.Compare ("damagefactor"))
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{
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@ -157,7 +157,7 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetFloat ();
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skill.Aggressiveness = FRACUNIT - FLOAT2FIXED(clamp(sc.Float, 0.,1.));
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skill.Aggressiveness = 1. - clamp(sc.Float, 0.,1.);
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}
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else if (sc.Compare("SpawnFilter"))
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{
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@ -250,13 +250,13 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.MonsterHealth = FLOAT2FIXED(sc.Float);
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skill.MonsterHealth = sc.Float;
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}
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else if (sc.Compare("FriendlyHealth"))
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.FriendlyHealth = FLOAT2FIXED(sc.Float);
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skill.FriendlyHealth = sc.Float;
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}
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else if (sc.Compare("NoPain"))
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{
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@ -266,13 +266,13 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.ArmorFactor = FLOAT2FIXED(sc.Float);
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skill.ArmorFactor = sc.Float;
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}
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else if (sc.Compare("HealthFactor"))
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.HealthFactor = FLOAT2FIXED(sc.Float);
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skill.HealthFactor = sc.Float;
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}
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else if (sc.Compare("NoInfighting"))
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{
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@ -341,16 +341,6 @@ int G_SkillProperty(ESkillProperty prop)
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{
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switch(prop)
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{
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case SKILLP_AmmoFactor:
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if (dmflags2 & DF2_YES_DOUBLEAMMO)
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{
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return AllSkills[gameskill].DoubleAmmoFactor;
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}
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return AllSkills[gameskill].AmmoFactor;
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case SKILLP_DropAmmoFactor:
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return AllSkills[gameskill].DropAmmoFactor;
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case SKILLP_FastMonsters:
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return AllSkills[gameskill].FastMonsters || (dmflags & DF_FAST_MONSTERS);
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@ -365,9 +355,6 @@ int G_SkillProperty(ESkillProperty prop)
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case SKILLP_RespawnLimit:
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return AllSkills[gameskill].RespawnLimit;
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case SKILLP_Aggressiveness:
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return AllSkills[gameskill].Aggressiveness;
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case SKILLP_DisableCheats:
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return AllSkills[gameskill].DisableCheats;
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@ -386,21 +373,9 @@ int G_SkillProperty(ESkillProperty prop)
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case SKILLP_ACSReturn:
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return AllSkills[gameskill].ACSReturn;
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case SKILLP_MonsterHealth:
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return AllSkills[gameskill].MonsterHealth;
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case SKILLP_FriendlyHealth:
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return AllSkills[gameskill].FriendlyHealth;
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case SKILLP_NoPain:
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return AllSkills[gameskill].NoPain;
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case SKILLP_ArmorFactor:
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return AllSkills[gameskill].ArmorFactor;
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case SKILLP_HealthFactor:
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return AllSkills[gameskill].HealthFactor;
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case SKILLP_Infight:
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// This property also needs to consider the level flags for the same info.
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if (level.flags2 & LEVEL2_TOTALINFIGHTING) return 1;
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@ -425,9 +400,34 @@ double G_SkillProperty(EFSkillProperty prop)
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{
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switch (prop)
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{
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case SKILLP_AmmoFactor:
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if (dmflags2 & DF2_YES_DOUBLEAMMO)
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{
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return AllSkills[gameskill].DoubleAmmoFactor;
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}
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return AllSkills[gameskill].AmmoFactor;
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case SKILLP_DropAmmoFactor:
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return AllSkills[gameskill].DropAmmoFactor;
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case SKILLP_ArmorFactor:
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return AllSkills[gameskill].ArmorFactor;
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case SKILLP_HealthFactor:
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return AllSkills[gameskill].HealthFactor;
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case SKILLP_DamageFactor:
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return AllSkills[gameskill].DamageFactor;
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break;
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case SKILLP_Aggressiveness:
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return AllSkills[gameskill].Aggressiveness;
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case SKILLP_MonsterHealth:
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return AllSkills[gameskill].MonsterHealth;
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case SKILLP_FriendlyHealth:
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return AllSkills[gameskill].FriendlyHealth;
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}
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}
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return 0;
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