- Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
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b07542ddd6
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760f70d3f1
171 changed files with 1667 additions and 250 deletions
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@ -16,17 +16,18 @@
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// 255 For use in death script (spawn spots)
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//===========================================================================
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "i_system.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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const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
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const int KORAX_COMMAND_HEIGHT = 120;
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@ -60,7 +61,7 @@ static FRandom pr_koraxcommand ("KoraxCommand");
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static FRandom pr_kspiritweave ("KSpiritWeave");
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static FRandom pr_kspiritseek ("KSpiritSeek");
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static FRandom pr_kspiritroam ("KSpiritRoam");
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static FRandom pr_missile ("SKoraxMissile");
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static FRandom pr_kmissile ("SKoraxMissile");
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void A_KoraxChase (AActor *);
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void A_KoraxStep (AActor *);
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@ -511,7 +512,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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an = R_PointToAngle2(x, y, dest->x, dest->y);
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if (dest->flags & MF_SHADOW)
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{ // Invisible target
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an += pr_missile.Random2()<<21;
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an += pr_kmissile.Random2()<<21;
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}
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th->angle = an;
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an >>= ANGLETOFINESHIFT;
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