Merge branch 'master' into scripting
Conflicts: src/actor.h src/g_doom/a_archvile.cpp src/g_shared/a_morph.cpp src/p_enemy.h src/p_local.h src/p_mobj.cpp src/sc_man_tokens.h src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_exp.h src/thingdef/thingdef_expression.cpp src/thingdef/thingdef_states.cpp wadsrc/static/actors/actor.txt
This commit is contained in:
commit
775e33ede7
106 changed files with 8861 additions and 13597 deletions
111
src/p_mobj.cpp
111
src/p_mobj.cpp
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@ -423,6 +423,13 @@ void AActor::Serialize (FArchive &arc)
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arc << TeleFogSourceType
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<< TeleFogDestType;
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}
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if (SaveVersion >= 4518)
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{
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arc << RipperLevel
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<< RipLevelMin
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<< RipLevelMax;
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}
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{
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FString tagstr;
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if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag;
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@ -2056,48 +2063,46 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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// Don't change the angle if there's THRUREFLECT on the monster.
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if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
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{
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int dir;
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angle_t delta;
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if (BlockingMobj->flags7 & MF7_MIRRORREFLECT)
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angle = mo->angle + ANG180;
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else
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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//int dir;
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//angle_t delta;
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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// Change angle for deflection/reflection
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// AIMREFLECT calls precedence so make sure not to bother with adjusting here if declared.
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if (!(BlockingMobj->flags7 & MF7_AIMREFLECT) && (mo->AdjustReflectionAngle(BlockingMobj, angle)))
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{
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goto explode;
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}
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// Reflect the missile along angle
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if (BlockingMobj->flags7 & MF7_AIMREFLECT)
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if (!dontReflect)
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{
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dir = P_FaceMobj(mo, mo->target, &delta);
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if (dir)
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{ // Turn clockwise
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mo->angle += delta;
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bool tg = (mo->target != NULL);
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bool blockingtg = (BlockingMobj->target != NULL);
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if (BlockingMobj->flags7 & MF7_AIMREFLECT && (tg || blockingtg))
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{
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AActor *origin;
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if (tg)
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origin = mo->target;
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else if (blockingtg)
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origin = BlockingMobj->target;
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float speed = (float)(mo->Speed);
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//dest->x - source->x
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FVector3 velocity(origin->x - mo->x, origin->y - mo->y, (origin->z + (origin->height/2)) - mo->z);
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velocity.Resize(speed);
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mo->velx = (fixed_t)(velocity.X);
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mo->vely = (fixed_t)(velocity.Y);
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mo->velz = (fixed_t)(velocity.Z);
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}
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else
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{ // Turn counter clockwise
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mo->angle -= delta;
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{
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mo->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
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mo->velz = -mo->velz / 2;
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}
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angle = mo->angle >> ANGLETOFINESHIFT;
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mo->velx = FixedMul(mo->Speed, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed, finesine[angle]);
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mo->velz = -mo->velz;
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}
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else
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{
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mo->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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mo->vely = FixedMul(mo->Speed >> 1, finesine[angle]);
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mo->velz = -mo->velz / 2;
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}
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goto explode;
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}
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}
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if (mo->flags2 & MF2_SEEKERMISSILE)
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{
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@ -3036,8 +3041,10 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
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if (flags2 & MF2_DONTREFLECT) return true;
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if (thing->flags7 & MF7_THRUREFLECT) return false;
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if (thing->flags7 & MF7_MIRRORREFLECT)
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angle += ANGLE_180;
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// Change angle for reflection
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if (thing->flags4&MF4_SHIELDREFLECT)
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else if (thing->flags4&MF4_SHIELDREFLECT)
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{
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// Shield reflection (from the Centaur
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if (abs (angle - thing->angle)>>24 > 45)
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@ -3060,6 +3067,13 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
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else
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angle -= ANG45;
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}
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else if (thing->flags7 & MF7_AIMREFLECT)
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{
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if (this->target != NULL)
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A_Face(this, this->target);
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else if (thing->target != NULL)
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A_Face(this, thing->target);
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}
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else
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angle += ANGLE_1 * ((pr_reflect()%16)-8);
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return false;
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@ -3167,6 +3181,18 @@ void AActor::SetAngle(angle_t ang, bool interpolate)
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}
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}
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void AActor::SetRoll(angle_t r, bool interpolate)
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{
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if (r != roll)
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{
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roll = r;
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if (player != NULL && interpolate)
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{
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player->cheats |= CF_INTERPVIEW;
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}
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}
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}
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//
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// P_MobjThinker
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//
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@ -5029,7 +5055,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// P_SpawnPuff
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//
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags)
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AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags, AActor *vict)
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{
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AActor *puff;
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@ -5039,9 +5065,24 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, fixed_t x, fixed_t y
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puff = Spawn (pufftype, x, y, z, ALLOW_REPLACE);
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if (puff == NULL) return NULL;
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if ((puff->flags4 & MF4_RANDOMIZE) && puff->tics > 0)
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{
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puff->tics -= pr_spawnpuff() & 3;
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if (puff->tics < 1)
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puff->tics = 1;
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}
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//Moved puff creation and target/master/tracer setting to here.
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if (puff && vict)
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{
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if (puff->flags7 & MF7_HITTARGET) puff->target = vict;
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if (puff->flags7 & MF7_HITMASTER) puff->master = vict;
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if (puff->flags7 & MF7_HITTRACER) puff->tracer = vict;
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}
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// [BB] If the puff came from a player, set the target of the puff to this player.
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if ( puff && (puff->flags5 & MF5_PUFFGETSOWNER))
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puff->target = source;
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if (source != NULL) puff->angle = R_PointToAngle2(x, y, source->x, source->y);
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