- made max. view pitch a property of the renderer so that it's overridable without
changing game code. - made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable. - added a stub to the DECORATE parser for defining dynamic lights directly in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE which uses this GZDoom feature in the future. SVN r1935 (trunk)
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19b23f2cf3
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14 changed files with 109 additions and 18 deletions
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@ -85,7 +85,6 @@ EXTERN_CVAR (Int, cl_rockettrails)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static bool SpawningMapThing;
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static FRandom pr_explodemissile ("ExplodeMissile");
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FRandom pr_bounce ("Bounce");
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static FRandom pr_reflect ("Reflect");
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@ -560,6 +559,7 @@ bool AActor::SetState (FState *newstate)
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newstate = newstate->GetNextState();
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} while (tics == 0);
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screen->StateChanged(this);
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return true;
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}
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@ -619,6 +619,7 @@ bool AActor::SetStateNF (FState *newstate)
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newstate = newstate->GetNextState();
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} while (tics == 0);
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screen->StateChanged(this);
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return true;
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}
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@ -3459,7 +3460,7 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
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//
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//==========================================================================
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AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement)
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AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t iz, replace_t allowreplacement, bool SpawningMapThing)
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{
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if (type == NULL)
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{
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@ -3623,6 +3624,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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{
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level.total_items++;
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}
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screen->StateChanged(actor);
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return actor;
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}
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@ -4339,9 +4341,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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else
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z = ONFLOORZ;
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SpawningMapThing = true;
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mobj = Spawn (i, x, y, z, NO_REPLACE);
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SpawningMapThing = false;
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mobj = AActor::StaticSpawn (i, x, y, z, NO_REPLACE, true);
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if (z == ONFLOORZ)
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mobj->z += mthing->z;
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