- Added read and write barriers to the actor pointer in the sound channel
structure. - Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed. - Fixed: The pickup flash must only play when an item is picked up so the correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway. SVN r1278 (trunk)
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parent
226ca44939
commit
a8a3aca601
7 changed files with 68 additions and 22 deletions
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@ -1637,9 +1637,13 @@ void M_NewGame(int choice)
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}
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else if (EpiDef.numitems <= 1)
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{
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if (EpisodeNoSkill[0])
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if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(2);
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M_ChooseSkill(0);
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}
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else if (EpisodeNoSkill[0])
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{
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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}
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else
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{
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@ -1823,12 +1827,16 @@ void M_Episode (int choice)
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epi = choice;
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if (EpisodeNoSkill[choice])
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if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(2);
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M_ChooseSkill(0);
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return;
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}
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else if (EpisodeNoSkill[choice])
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{
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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return;
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}
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M_StartupSkillMenu(NULL);
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}
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@ -1858,13 +1866,17 @@ static void SCClass (int option)
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{
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(0);
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}
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else if (!EpisodeNoSkill[0])
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{
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M_StartupSkillMenu(playerclass);
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}
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else
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{
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M_ChooseSkill(2);
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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}
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}
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@ -1886,9 +1898,13 @@ static void M_ChooseClass (int choice)
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{
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M_SetupNextMenu (&EpiDef);
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}
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else if (AllSkills.Size() == 1)
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{
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M_ChooseSkill(0);
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}
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else if (EpisodeNoSkill[0])
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{
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M_ChooseSkill(2);
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M_ChooseSkill(AllSkills.Size() == 2? 1:2);
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}
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else
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{
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