- Removed A_JumpSet and merged its functionality with A_Jump by turning
A_Jump into a varargs function. - Fixed: P_MorphPlayer() should check that the desired type is actually a PlayerPawn. - Added an optional parameter to the morphme ccmd that specifies the player class to morph into. - Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*, and Thing_Move functions so that TID 0 affects the activator. SVN r362 (trunk)
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13 changed files with 168 additions and 71 deletions
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@ -48,11 +48,14 @@ bool P_MorphPlayer (player_t *p, const PClass *spawntype)
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{ // Dead players cannot morph
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return false;
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}
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if (spawntype == NULL)
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{
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return false;
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}
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if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
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{
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return false;
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}
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morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->x, actor->y, actor->z, NO_REPLACE));
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DObject::PointerSubstitution (actor, morphed);
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