Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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src/g_shared/a_fountain.cpp
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88
src/g_shared/a_fountain.cpp
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/*
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** a_fountain.cpp
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** Actors that make particle fountains
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "actor.h"
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#include "info.h"
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#include "p_effect.h"
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class AParticleFountain : public AActor
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{
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DECLARE_STATELESS_ACTOR (AParticleFountain, AActor)
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public:
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void PostBeginPlay ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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IMPLEMENT_STATELESS_ACTOR (AParticleFountain, Any, -1, 0)
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PROP_HeightFixed (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderFlags (RF_INVISIBLE)
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END_DEFAULTS
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#define FOUNTAIN(color,ednum) \
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class A##color##ParticleFountain : public AParticleFountain { \
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DECLARE_STATELESS_ACTOR (A##color##ParticleFountain, AParticleFountain) }; \
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IMPLEMENT_STATELESS_ACTOR (A##color##ParticleFountain, Any, ednum, 0) \
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PROP_SpawnHealth (ednum-9026) \
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END_DEFAULTS
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FOUNTAIN (Red, 9027);
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FOUNTAIN (Green, 9028);
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FOUNTAIN (Blue, 9029);
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FOUNTAIN (Yellow, 9030);
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FOUNTAIN (Purple, 9031);
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FOUNTAIN (Black, 9032);
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FOUNTAIN (White, 9033);
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void AParticleFountain::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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if (!(SpawnFlags & MTF_DORMANT))
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Activate (NULL);
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}
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void AParticleFountain::Activate (AActor *activator)
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{
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Super::Activate (activator);
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effects &= ~FX_FOUNTAINMASK;
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effects |= health << FX_FOUNTAINSHIFT;
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}
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void AParticleFountain::Deactivate (AActor *activator)
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{
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Super::Deactivate (activator);
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effects &= ~FX_FOUNTAINMASK;
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}
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