- Converted Ettin and Centaur to DECORATE.
- Made the Ettin's and Centaur's howling sound an actor property. - Added A_CustomComboAttack function to finally have something that can replace the old A_ComboAttack function. - Added A_SpawnItemEx function that removes the problems with A_SpawnItem and which also should make most of the A_CustomMissile abuse unnecessary. - Added A_QueueCorpse to the list of DECORATE code pointers. - Made the size of Hexen's corpse queue configurable by CVAR (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse queuing completely so that even in Hexen all corpses will stay forever. SVN r392 (trunk)
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20 changed files with 586 additions and 639 deletions
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@ -2319,6 +2319,11 @@ int AActor::GetMissileDamage (int mask, int add)
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void AActor::Howl ()
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{
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int howl = GetClass()->Meta.GetMetaInt(AMETA_HowlSound);
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if (!S_GetSoundPlayingInfo (this, howl))
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{
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S_SoundID (this, CHAN_BODY, howl, 1, ATTN_NORM);
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}
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}
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void AActor::NoBlockingSet ()
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@ -2433,17 +2438,6 @@ bool AActor::IsOkayToAttack (AActor *link)
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return false;
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}
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void AActor::ChangeSpecial (int special, int data1, int data2,
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int data3, int data4, int data5)
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{
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this->special = special;
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args[0] = data1;
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args[1] = data2;
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args[2] = data3;
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args[3] = data4;
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args[4] = data5;
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}
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void AActor::SetShade (DWORD rgb)
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{
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PalEntry *entry = (PalEntry *)&rgb;
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