Merge branch 'master' into scripting
Conflicts: src/actor.h src/g_hexen/a_clericstaff.cpp src/p_enemy.cpp src/p_interaction.cpp src/p_local.h src/p_mobj.cpp src/thingdef/thingdef_codeptr.cpp
This commit is contained in:
commit
bf747075e8
179 changed files with 10280 additions and 4787 deletions
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@ -82,7 +82,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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}
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while (spot != NULL)
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{
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mobj = Spawn (kind, spot->x, spot->y, spot->z, ALLOW_REPLACE);
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mobj = Spawn (kind, spot->X(), spot->Y(), spot->Z(), ALLOW_REPLACE);
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if (mobj != NULL)
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{
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@ -94,7 +94,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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mobj->angle = (angle != ANGLE_MAX ? angle : spot->angle);
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if (fog)
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{
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P_SpawnTeleportFog(mobj, spot->x, spot->y, spot->z + TELEFOGHEIGHT, false, true);
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P_SpawnTeleportFog(mobj, spot->X(), spot->Y(), spot->Z() + TELEFOGHEIGHT, false, true);
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}
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if (mobj->flags & MF_SPECIAL)
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mobj->flags |= MF_DROPPED; // Don't respawn
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@ -165,7 +165,7 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
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if (source != NULL && target != NULL)
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{
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return P_MoveThing(source, target->x, target->y, target->z, fog);
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return P_MoveThing(source, target->X(), target->Y(), target->Z(), fog);
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}
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return false;
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}
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@ -304,7 +304,8 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
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}
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else
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{
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nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
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nolead:
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mobj->angle = mobj->AngleTo(targ);
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aim.Resize (fspeed);
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mobj->velx = fixed_t(aim[0]);
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mobj->vely = fixed_t(aim[1]);
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