- Fixed: In the Doom2 cast finale it was impossible to toggle the console.
- Added APROP_Friendly actor property for ACS. - Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected. - Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still present. If it had been removed before the projectile hits its target a crash could occur. - Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result. - Added Grubber's submission for printing key bindings in ACS. SVN r491 (trunk)
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9 changed files with 75 additions and 20 deletions
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@ -149,17 +149,20 @@ END_DEFAULTS
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int ALoreShot::DoSpecialDamage (AActor *target, int damage)
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{
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FVector3 thrust;
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thrust.X = float(this->target->x - target->x);
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thrust.Y = float(this->target->y - target->y);
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thrust.Z = float(this->target->z - target->z);
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thrust.MakeUnit();
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thrust *= float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1));
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target->momx += fixed_t(thrust.X);
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target->momy += fixed_t(thrust.Y);
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target->momz += fixed_t(thrust.Z);
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if (this->target != NULL)
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{
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thrust.X = float(this->target->x - target->x);
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thrust.Y = float(this->target->y - target->y);
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thrust.Z = float(this->target->z - target->z);
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thrust.MakeUnit();
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thrust *= float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1));
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target->momx += fixed_t(thrust.X);
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target->momy += fixed_t(thrust.Y);
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target->momz += fixed_t(thrust.Z);
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}
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return damage;
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}
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