- Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
This commit is contained in:
commit
99670b708c
317 changed files with 17299 additions and 7273 deletions
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@ -35,12 +35,14 @@
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#include <ctype.h>
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "gi.h"
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#include "templates.h"
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#include "v_font.h"
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#include "m_fixed.h"
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#include "gstrings.h"
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TArray<FSkillInfo> AllSkills;
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int DefaultSkill = -1;
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@ -70,7 +72,6 @@ void FMapInfoParser::ParseSkill ()
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skill.Aggressiveness = FRACUNIT;
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skill.SpawnFilter = 0;
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skill.ACSReturn = 0;
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skill.MenuNameIsLump = false;
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skill.MustConfirm = false;
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skill.Shortcut = 0;
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skill.TextColor = "";
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@ -79,6 +80,7 @@ void FMapInfoParser::ParseSkill ()
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skill.MonsterHealth = FRACUNIT;
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skill.FriendlyHealth = FRACUNIT;
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skill.NoPain = false;
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skill.ArmorFactor = FRACUNIT;
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sc.MustGetString();
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skill.Name = sc.String;
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@ -185,7 +187,6 @@ void FMapInfoParser::ParseSkill ()
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ParseAssign();
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sc.MustGetString ();
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skill.MenuName = sc.String;
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skill.MenuNameIsLump = false;
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}
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else if (sc.Compare("PlayerClassName"))
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{
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@ -200,8 +201,7 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetString ();
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skill.MenuName = sc.String;
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skill.MenuNameIsLump = true;
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skill.PicName = sc.String;
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}
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else if (sc.Compare("MustConfirm"))
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{
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@ -250,6 +250,12 @@ void FMapInfoParser::ParseSkill ()
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{
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skill.NoPain = true;
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}
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else if (sc.Compare("ArmorFactor"))
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{
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ParseAssign();
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sc.MustGetFloat();
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skill.ArmorFactor = FLOAT2FIXED(sc.Float);
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}
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else if (sc.Compare("DefaultSkill"))
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{
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if (DefaultSkill >= 0)
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@ -358,12 +364,38 @@ int G_SkillProperty(ESkillProperty prop)
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return AllSkills[gameskill].FriendlyHealth;
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case SKILLP_NoPain:
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return AllSkills[gameskill].NoPain;
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return AllSkills[gameskill].NoPain;
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case SKILLP_ArmorFactor:
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return AllSkills[gameskill].ArmorFactor;
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}
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}
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const char * G_SkillName()
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{
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const char *name = AllSkills[gameskill].MenuName;
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player_t *player = &players[consoleplayer];
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const char *playerclass = player->mo->GetClass()->DisplayName;
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if (playerclass != NULL)
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{
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FString * pmnm = AllSkills[gameskill].MenuNamesForPlayerClass.CheckKey(playerclass);
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if (pmnm != NULL) name = *pmnm;
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}
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if (*name == '$') name = GStrings(name+1);
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return name;
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}
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//==========================================================================
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//
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@ -402,8 +434,8 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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SpawnFilter = other.SpawnFilter;
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ACSReturn = other.ACSReturn;
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MenuName = other.MenuName;
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PicName = other.PicName;
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MenuNamesForPlayerClass = other.MenuNamesForPlayerClass;
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MenuNameIsLump = other.MenuNameIsLump;
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MustConfirm = other.MustConfirm;
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MustConfirmText = other.MustConfirmText;
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Shortcut = other.Shortcut;
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@ -413,6 +445,7 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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MonsterHealth = other.MonsterHealth;
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FriendlyHealth = other.FriendlyHealth;
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NoPain = other.NoPain;
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ArmorFactor = other.ArmorFactor;
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return *this;
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}
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