- Fixed: Starting a game without skill menu always started the first episode.
- Changed A_AlertMonsters so that it can be placed directly in a weapon state. - Fixed: Frozen corpses of stealth monsters were invisible. - Added: Calling Radius_Quake with a tid of 0 now uses the activator as the quake's center. SVN r275 (trunk)
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7 changed files with 41 additions and 11 deletions
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@ -152,18 +152,29 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
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//
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//==========================================================================
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bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad)
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bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad)
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{
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AActor *center;
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FActorIterator iterator (tid);
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bool res = false;
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intensity = clamp (intensity, 1, 9);
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while ( (center = iterator.Next ()) )
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if (tid == 0)
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{
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res = true;
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new DEarthquake (center, intensity, duration, damrad, tremrad);
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if (activator != NULL)
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{
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new DEarthquake(activator, intensity, duration, damrad, tremrad);
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return true;
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}
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}
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else
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{
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FActorIterator iterator (tid);
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while ( (center = iterator.Next ()) )
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{
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res = true;
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new DEarthquake (center, intensity, duration, damrad, tremrad);
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}
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}
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return res;
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