- floatified quake and weapon code
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parent
2dbd79cc8d
commit
6557f3b8c8
13 changed files with 140 additions and 179 deletions
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@ -41,7 +41,7 @@ IMPLEMENT_CLASS(PClassWeapon)
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PClassWeapon::PClassWeapon()
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{
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SlotNumber = -1;
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SlotPriority = FIXED_MAX;
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SlotPriority = INT_MAX;
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}
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void PClassWeapon::DeriveData(PClass *newclass)
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@ -762,8 +762,8 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
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// If DropAmmoFactor is non-negative, modify the given ammo amounts.
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if (DropAmmoFactor > 0)
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{
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weap->AmmoGive1 = FixedMul(weap->AmmoGive1, DropAmmoFactor);
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weap->AmmoGive2 = FixedMul(weap->AmmoGive2, DropAmmoFactor);
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weap->AmmoGive1 = int(weap->AmmoGive1 * DropAmmoFactor);
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weap->AmmoGive2 = int(weap->AmmoGive2 * DropAmmoFactor);
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}
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weap->BecomeItem();
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}
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@ -984,7 +984,7 @@ void FWeaponSlot::Sort()
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for (i = 1; i < (int)Weapons.Size(); ++i)
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{
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fixed_t pos = Weapons[i].Position;
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int pos = Weapons[i].Position;
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PClassWeapon *type = Weapons[i].Type;
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for (j = i - 1; j >= 0 && Weapons[j].Position > pos; --j)
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{
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