fixed some issues with reviving monsters
- fixed: Thing_Raise didn't properly set the spawn health. - fixed: Thing_Raise did not the CanRaise state flag. - fixed: Reviving a monster must also reset the damage type. - fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing. - consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
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4 changed files with 150 additions and 149 deletions
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@ -410,18 +410,11 @@ void P_RemoveThing(AActor * actor)
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bool P_Thing_Raise(AActor *thing)
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{
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if (thing == NULL)
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return false; // not valid
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if (!(thing->flags & MF_CORPSE) )
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return true; // not a corpse
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if (thing->tics != -1)
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return true; // not lying still yet
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FState * RaiseState = thing->FindState(NAME_Raise);
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FState * RaiseState = thing->GetRaiseState();
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if (RaiseState == NULL)
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{
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return true; // monster doesn't have a raise state
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}
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AActor *info = thing->GetDefault ();
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@ -443,25 +436,12 @@ bool P_Thing_Raise(AActor *thing)
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return false;
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}
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S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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thing->SetState (RaiseState);
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thing->flags = info->flags;
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thing->flags2 = info->flags2;
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thing->flags3 = info->flags3;
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thing->flags4 = info->flags4;
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thing->flags5 = info->flags5;
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thing->flags6 = info->flags6;
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thing->flags7 = info->flags7;
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thing->health = info->health;
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thing->target = NULL;
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thing->lastenemy = NULL;
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// [RH] If it's a monster, it gets to count as another kill
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if (thing->CountsAsKill())
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{
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level.total_monsters++;
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}
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S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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thing->Revive();
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thing->SetState (RaiseState);
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return true;
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}
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