IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. SVN r1137 (trunk)
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50 changed files with 866 additions and 638 deletions
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@ -17,21 +17,12 @@
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#define BONUSADD 6
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FState AWeapon::States[] =
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{
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S_NORMAL (SHTG, 'E', 0, A_Light0 , NULL)
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};
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IMPLEMENT_POINTY_CLASS (AWeapon)
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DECLARE_POINTER (Ammo1)
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DECLARE_POINTER (Ammo2)
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DECLARE_POINTER (SisterWeapon)
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END_POINTERS
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BEGIN_DEFAULTS (AWeapon, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/w_pkup")
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END_DEFAULTS
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//===========================================================================
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//
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// AWeapon :: Serialize
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@ -584,13 +575,13 @@ FState *AWeapon::GetAltAtkState (bool hold)
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class AWeaponGiver : public AWeapon
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{
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DECLARE_STATELESS_ACTOR(AWeaponGiver, AWeapon)
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DECLARE_CLASS(AWeaponGiver, AWeapon)
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public:
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bool TryPickup(AActor *toucher);
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};
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IMPLEMENT_ABSTRACT_ACTOR(AWeaponGiver)
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IMPLEMENT_CLASS(AWeaponGiver)
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bool AWeaponGiver::TryPickup(AActor *toucher)
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{
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