- Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as normal fields. SVN r2242 (scripting)
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f88f601230
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62 changed files with 902 additions and 802 deletions
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@ -341,7 +341,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
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savedangle = self->angle;
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self->angle += pr_minimissile.Random2() << (19 - player->accuracy * 5 / 100);
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player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile"));
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P_SpawnPlayerMissile (self, PClass::FindActor("MiniMissile"));
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self->angle = savedangle;
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return 0;
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}
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@ -359,7 +359,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
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AActor *trail;
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S_Sound (self, CHAN_VOICE, "misc/missileinflight", 1, ATTN_NORM);
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P_SpawnPuff (self, PClass::FindClass("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
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P_SpawnPuff (self, PClass::FindActor("MiniMissilePuff"), self->x, self->y, self->z, self->angle - ANGLE_180, 2, PF_HITTHING);
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trail = Spawn("RocketTrail", self->x - self->velx, self->y - self->vely, self->z, ALLOW_REPLACE);
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if (trail != NULL)
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{
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@ -409,7 +409,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
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}
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self->angle += pr_flamethrower.Random2() << 18;
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self = P_SpawnPlayerMissile (self, PClass::FindClass("FlameMissile"));
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self = P_SpawnPlayerMissile (self, PClass::FindActor("FlameMissile"));
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if (self != NULL)
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{
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self->velz += 5*FRACUNIT;
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@ -508,7 +508,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
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}
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self->player->mo->PlayAttacking2 ();
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}
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P_SpawnPlayerMissile (self, PClass::FindClass("MaulerTorpedo"));
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P_SpawnPlayerMissile (self, PClass::FindActor("MaulerTorpedo"));
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P_DamageMobj (self, self, NULL, 20, self->DamageType);
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P_ThrustMobj (self, self->angle + ANGLE_180, 0x7D000);
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return 0;
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@ -1012,7 +1012,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
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P_DamageMobj (self, self, NULL, 2*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningH1"));
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P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningH1"));
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return 0;
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}
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@ -1073,7 +1073,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
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P_BulletSlope (self, &linetarget);
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if (linetarget != NULL)
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{
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spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindClass("SpectralLightningBigV1"), self->angle, &linetarget);
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spot = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindActor("SpectralLightningBigV1"), self->angle, &linetarget);
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if (spot != NULL)
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{
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spot->tracer = linetarget;
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@ -1081,7 +1081,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
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}
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else
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{
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spot = P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigV1"));
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spot = P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigV1"));
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if (spot != NULL)
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{
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spot->velx += FixedMul (spot->Speed, finecosine[self->angle >> ANGLETOFINESHIFT]);
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@ -1109,7 +1109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
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P_DamageMobj (self, self, NULL, 5*4, 0, DMG_NO_ARMOR);
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S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
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P_SpawnPlayerMissile (self, PClass::FindClass("SpectralLightningBigBall1"));
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P_SpawnPlayerMissile (self, PClass::FindActor("SpectralLightningBigBall1"));
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return 0;
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}
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