- exported all member fields from the morph items.
- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity. - renamed save key for above variable.
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5 changed files with 46 additions and 12 deletions
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@ -618,6 +618,13 @@ void InitAllPowerupEffects(AInventory *item)
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IMPLEMENT_CLASS(AMorphProjectile, false, false, false, false)
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DEFINE_FIELD(AMorphProjectile, PlayerClass)
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DEFINE_FIELD(AMorphProjectile, MonsterClass)
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DEFINE_FIELD(AMorphProjectile, MorphFlash)
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DEFINE_FIELD(AMorphProjectile, UnMorphFlash)
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DEFINE_FIELD(AMorphProjectile, Duration)
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DEFINE_FIELD(AMorphProjectile, MorphStyle)
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int AMorphProjectile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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if (target->player)
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@ -652,6 +659,11 @@ IMPLEMENT_POINTERS_START(AMorphedMonster)
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IMPLEMENT_POINTER(UnmorphedMe)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(AMorphedMonster, UnmorphedMe)
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DEFINE_FIELD(AMorphedMonster, UnmorphTime)
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DEFINE_FIELD(AMorphedMonster, MorphStyle)
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DEFINE_FIELD(AMorphedMonster, MorphExitFlash)
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void AMorphedMonster::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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