- P_UndoPlayerMorph scriptified.
Not tested yet and still missing a new native interface.
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192104aea2
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78d6832d14
10 changed files with 301 additions and 67 deletions
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@ -38,6 +38,18 @@
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static FRandom pr_morphmonst ("MorphMonster");
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bool P_MorphPlayer(player_t *activator, player_t *p, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
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{
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return false;
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}
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bool P_UndoPlayerMorph(player_t *activator, player_t *player, int unmorphflag, bool force)
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{
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return false;
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}
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#if 0
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void EndAllPowerupEffects(AInventory *item);
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void InitAllPowerupEffects(AInventory *item);
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@ -336,7 +348,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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beastweap = player->ReadyWeapon;
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if (player->PremorphWeapon != nullptr)
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{
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player->PremorphWeapon->PostMorphWeapon ();
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player->PremorphWeapon-> P ostMorphWeapon ();
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}
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else
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{
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@ -386,9 +398,11 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, UndoPlayerMorph)
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PARAM_POINTER_NOT_NULL(player, player_t);
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PARAM_INT(unmorphflag);
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PARAM_BOOL(force);
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ACTION_RETURN_BOOL(P_UndoPlayerMorph(self, player, unmorphflag, force));
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ACTION_RETURN_BOOL(P_UndoPlayerMorph(player, self, unmorphflag, force));
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}
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#endif
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//---------------------------------------------------------------------------
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//
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// FUNC P_MorphMonster
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