- a few more.
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7 changed files with 18 additions and 20 deletions
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@ -693,7 +693,7 @@ bool player_t::Resurrect()
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// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
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E_PlayerRespawned(int(this - players));
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//
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level.Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
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mo->Level->Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
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return true;
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}
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@ -890,7 +890,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
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}
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// Handle the different player death screams
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if ((((level.flags >> 15) | (dmflags)) &
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if ((((self->Level->flags >> 15) | (dmflags)) &
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(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
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self->Vel.Z <= -39)
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{
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@ -1009,7 +1009,7 @@ void P_FallingDamage (AActor *actor)
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int damage;
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double vel;
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damagestyle = ((level.flags >> 15) | (dmflags)) &
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damagestyle = ((actor->Level->flags >> 15) | (dmflags)) &
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(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
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if (damagestyle == 0)
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@ -1110,7 +1110,7 @@ void P_CheckMusicChange(player_t *player)
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{
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if (player->MUSINFOactor->args[0] != 0)
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{
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FName *music = level.info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
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FName *music = player->MUSINFOactor->Level->info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
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if (music != NULL)
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{
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@ -1248,7 +1248,6 @@ void P_PredictionLerpReset()
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bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
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{
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//DVector2 pfrom = level.Displacements.getOffset(from.portalgroup, to.portalgroup);
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DVector3 vecFrom = from.pos;
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DVector3 vecTo = to.pos;
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DVector3 vecResult;
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@ -1683,7 +1682,7 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
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return
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gamestate == GS_TITLELEVEL ||
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player->cheats & CF_TOTALLYFROZEN ||
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((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
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((player->mo->Level->flags2 & LEVEL2_FROZEN) && player->timefreezer == 0);
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}
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