- the final batch of easy level replacements.
What's left will require a bit more work...
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11c453a71f
commit
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30 changed files with 226 additions and 212 deletions
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@ -1103,7 +1103,7 @@ FUNC(LS_Teleport)
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{
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flags |= TELF_SOURCEFOG;
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}
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return EV_Teleport (arg0, arg1, ln, backSide, it, flags);
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return Level->EV_Teleport (arg0, arg1, ln, backSide, it, flags);
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}
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FUNC( LS_Teleport_NoStop )
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@ -1114,7 +1114,7 @@ FUNC( LS_Teleport_NoStop )
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{
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flags |= TELF_SOURCEFOG;
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}
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return EV_Teleport( arg0, arg1, ln, backSide, it, flags);
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return Level->EV_Teleport( arg0, arg1, ln, backSide, it, flags);
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}
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FUNC(LS_Teleport_NoFog)
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@ -1144,7 +1144,7 @@ FUNC(LS_Teleport_NoFog)
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{
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flags |= TELF_KEEPHEIGHT;
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}
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return EV_Teleport (arg0, arg2, ln, backSide, it, flags);
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return Level->EV_Teleport (arg0, arg2, ln, backSide, it, flags);
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}
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FUNC(LS_Teleport_ZombieChanger)
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@ -1153,7 +1153,7 @@ FUNC(LS_Teleport_ZombieChanger)
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// This is practically useless outside of Strife, but oh well.
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if (it != NULL)
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{
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EV_Teleport (arg0, arg1, ln, backSide, it, 0);
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Level->EV_Teleport (arg0, arg1, ln, backSide, it, 0);
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if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
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return true;
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}
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@ -1163,19 +1163,19 @@ FUNC(LS_Teleport_ZombieChanger)
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FUNC(LS_TeleportOther)
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// TeleportOther (other_tid, dest_tid, fog?)
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{
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return EV_TeleportOther (arg0, arg1, arg2?true:false);
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return Level->EV_TeleportOther (arg0, arg1, arg2?true:false);
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}
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FUNC(LS_TeleportGroup)
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// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
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{
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return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
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return Level->EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
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}
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FUNC(LS_TeleportInSector)
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// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
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{
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return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
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return Level->EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
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}
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FUNC(LS_Teleport_EndGame)
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@ -1192,7 +1192,7 @@ FUNC(LS_Teleport_EndGame)
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FUNC(LS_Teleport_Line)
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// Teleport_Line (thisid, destid, reversed)
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{
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return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
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return Level->EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
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}
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static void ThrustThingHelper(AActor *it, DAngle angle, double force, INTBOOL nolimit)
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@ -1544,21 +1544,21 @@ FUNC(LS_Thing_Destroy)
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FUNC(LS_Thing_Damage)
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// Thing_Damage (tid, amount, MOD)
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{
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P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
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Level->EV_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
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return true;
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}
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FUNC(LS_Thing_Projectile)
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// Thing_Projectile (tid, type, angle, speed, vspeed)
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{
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return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
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SPEED(arg4), 0, NULL, 0, 0, false);
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}
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FUNC(LS_Thing_ProjectileGravity)
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// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
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{
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return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
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SPEED(arg4), 0, NULL, 1, 0, false);
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}
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@ -1728,32 +1728,32 @@ FUNC(LS_Thing_Hate)
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FUNC(LS_Thing_ProjectileAimed)
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// Thing_ProjectileAimed (tid, type, speed, target, newtid)
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{
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return P_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, false);
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, false);
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}
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FUNC(LS_Thing_ProjectileIntercept)
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// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
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{
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return P_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, true);
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return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, true);
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}
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// [BC] added newtid for next two
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FUNC(LS_Thing_Spawn)
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// Thing_Spawn (tid, type, angle, newtid)
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{
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return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
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return Level->EV_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
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}
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FUNC(LS_Thing_SpawnNoFog)
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// Thing_SpawnNoFog (tid, type, angle, newtid)
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{
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return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
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return Level->EV_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
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}
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FUNC(LS_Thing_SpawnFacing)
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// Thing_SpawnFacing (tid, type, nofog, newtid)
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{
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return P_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3);
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return Level->EV_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3);
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}
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FUNC(LS_Thing_Raise)
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@ -1850,7 +1850,7 @@ FUNC(LS_Thing_SetGoal)
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FUNC(LS_Thing_Move) // [BC]
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// Thing_Move (tid, mapspot, nofog)
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{
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return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
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return Level->EV_Thing_Move (arg0, it, arg1, arg2 ? false : true);
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}
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enum
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@ -2153,7 +2153,7 @@ FUNC(LS_Light_Stop)
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FUNC(LS_Radius_Quake)
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// Radius_Quake (intensity, duration, damrad, tremrad, tid)
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{
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return P_StartQuake (it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake");
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return P_StartQuake (Level, it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake");
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}
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FUNC(LS_UsePuzzleItem)
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@ -2597,7 +2597,7 @@ FUNC(LS_Line_AlignCeiling)
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int line;
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while ((line = itr.Next()) >= 0)
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{
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ret |= P_AlignFlat (line, !!arg1, 1);
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ret |= Level->AlignFlat (line, !!arg1, 1);
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}
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return ret;
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}
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@ -2611,7 +2611,7 @@ FUNC(LS_Line_AlignFloor)
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int line;
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while ((line = itr.Next()) >= 0)
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{
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ret |= P_AlignFlat (line, !!arg1, 0);
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ret |= Level->AlignFlat (line, !!arg1, 0);
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}
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return ret;
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}
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