- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. SVN r1120 (trunk)
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d7d07aad16
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14 changed files with 18821 additions and 18824 deletions
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@ -1290,6 +1290,7 @@ void FWadCollection::ScanForFlatHack (int startlump)
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void FWadCollection::RenameSprites (int startlump)
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{
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bool renameAll;
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bool MNTRZfound = false;
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static const DWORD HereticRenames[] =
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{ MAKE_ID('H','E','A','D'), MAKE_ID('L','I','C','H'), // Ironlich
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@ -1309,6 +1310,7 @@ void FWadCollection::RenameSprites (int startlump)
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MAKE_ID('W','A','T','R'), MAKE_ID('H','W','A','T'), // Strife also has WATR
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MAKE_ID('G','I','B','S'), MAKE_ID('P','O','L','5'), // RealGibs
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MAKE_ID('E','G','G','M'), MAKE_ID('P','R','K','M'), // PorkFX
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MAKE_ID('I','N','V','U'), MAKE_ID('D','E','F','N'), // Icon of the Defender
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};
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static const DWORD StrifeRenames[] =
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@ -1359,6 +1361,19 @@ void FWadCollection::RenameSprites (int startlump)
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renameAll = !!Args->CheckParm ("-oldsprites");
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for (DWORD i = startlump + 1;
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i < NumLumps &&
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*(DWORD *)LumpInfo[i].name != MAKE_ID('S','_','E','N') &&
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*(((DWORD *)LumpInfo[i].name) + 1) != MAKE_ID('D',0,0,0);
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++i)
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{
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if (!strncmp(LumpInfo[i].name, "MNTRZ", 5))
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{
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MNTRZfound = true;
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break;
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}
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}
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for (DWORD i = startlump + 1;
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i < NumLumps &&
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*(DWORD *)LumpInfo[i].name != MAKE_ID('S','_','E','N') &&
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@ -1375,6 +1390,24 @@ void FWadCollection::RenameSprites (int startlump)
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*(DWORD *)LumpInfo[i].name = renames[j*2+1];
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}
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}
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if (gameinfo.gametype == GAME_Hexen)
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{
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if (CheckLumpName (i, "ARTIINVU"))
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{
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LumpInfo[i].name[4]='D'; LumpInfo[i].name[5]='E';
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LumpInfo[i].name[6]='F'; LumpInfo[i].name[7]='N';
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}
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}
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}
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if (!MNTRZfound) //gameinfo.gametype == GAME_Hexen && LumpInfo[i].wadnum == IWAD_FILENUM)
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{
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if (*(DWORD *)LumpInfo[i].name == MAKE_ID('M', 'N', 'T', 'R'))
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{
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if (LumpInfo[i].name[4] >= 'F' && LumpInfo[i].name[4] <= 'K')
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{
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LumpInfo[i].name[4] += 'U' - 'F';
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}
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}
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}
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// When not playing Doom rename all BLOD sprites to BLUD so that
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