- Update scripting branch to trunk.
SVN r3758 (scripting)
This commit is contained in:
commit
562cf04db2
614 changed files with 63691 additions and 31256 deletions
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@ -2,12 +2,11 @@
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#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "r_draw.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "s_sound.h"
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#include "r_translate.h"
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#include "r_data/r_translate.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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@ -376,7 +375,7 @@ void P_GunShot2 (AActor *mo, bool accurate, int pitch, PClassActor *pufftype)
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angle += pr_m_gunshot.Random2 () << 18;
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}
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P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, NAME_None, pufftype);
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P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
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}
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//============================================================================
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@ -472,7 +471,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2)
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P_LineAttack (self, angle, MISSILERANGE,
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pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
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NAME_None, NAME_BulletPuff);
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NAME_Hitscan, NAME_BulletPuff);
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}
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self->special1 = level.maptime;
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return 0;
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@ -641,7 +640,7 @@ void AScriptedMarine::SetWeapon (EMarineWeapon type)
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}
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}
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void AScriptedMarine::SetSprite (const PClass *source)
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void AScriptedMarine::SetSprite (PClassActor *source)
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{
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if (source == NULL)
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{ // A valid actor class wasn't passed, so use the standard sprite
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