- the final batch of easy level replacements.
What's left will require a bit more work...
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11c453a71f
commit
b4acb857ad
30 changed files with 226 additions and 212 deletions
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@ -5571,7 +5571,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
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}
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case ACSF_Radius_Quake2:
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P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], Level->Behaviors.LookupString(args[5]));
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P_StartQuake(Level, activator, args[0], args[1], args[2], args[3], args[4], Level->Behaviors.LookupString(args[5]));
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break;
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case ACSF_CheckActorClass:
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@ -6150,7 +6150,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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case ACSF_QuakeEx:
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{
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return P_StartQuakeXYZ(activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], Level->Behaviors.LookupString(args[7]),
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return P_StartQuakeXYZ(Level, activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], Level->Behaviors.LookupString(args[7]),
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argCount > 8 ? args[8] : 0,
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argCount > 9 ? ACSToDouble(args[9]) : 1.0,
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argCount > 10 ? ACSToDouble(args[10]) : 1.0,
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@ -8880,7 +8880,7 @@ scriptwait:
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const char *fromname = Level->Behaviors.LookupString(STACK(3));
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const char *toname = Level->Behaviors.LookupString(STACK(2));
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P_ReplaceTextures(fromname, toname, STACK(1));
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Level->ReplaceTextures(fromname, toname, STACK(1));
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sp -= 3;
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break;
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}
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@ -9049,13 +9049,13 @@ scriptwait:
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case PCD_SETAIRCONTROL:
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Level->aircontrol = ACSToDouble(STACK(1));
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sp--;
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G_AirControlChanged ();
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Level->AirControlChanged ();
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break;
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case PCD_SETAIRCONTROLDIRECT:
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Level->aircontrol = ACSToDouble(uallong(pc[0]));
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pc++;
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G_AirControlChanged ();
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Level->AirControlChanged ();
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break;
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case PCD_SPAWN:
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@ -9689,14 +9689,14 @@ scriptwait:
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// Like Thing_Projectile(Gravity) specials, but you can give the
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// projectile a TID.
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// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
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P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
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Level->EV_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
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STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
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sp -= 7;
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break;
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case PCD_SPAWNPROJECTILE:
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// Same, but takes an actor name instead of a spawn ID.
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P_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.),
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Level->EV_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.),
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STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
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sp -= 7;
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break;
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@ -9913,7 +9913,7 @@ scriptwait:
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break;
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case PCD_THINGDAMAGE2:
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STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(Level->Behaviors.LookupString(STACK(1))));
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STACK(3) = Level->EV_Thing_Damage (STACK(3), activator, STACK(2), FName(Level->Behaviors.LookupString(STACK(1))));
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sp -= 2;
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break;
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