Updated to new save game code.
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10 changed files with 180 additions and 4 deletions
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@ -7344,3 +7344,55 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
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mobj->SpriteRotation = angle;
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ACTION_RETURN_BOOL(true);
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}
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//==========================================================================
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//
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// A_SetMaskRotation(anglestart, angleend, pitchstart, pitchend, flags, ptr)
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//
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// Specifies how much to fake a sprite rotation.
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//==========================================================================
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enum VRFFlags
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{
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VRF_NOANGLESTART = 1,
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VRF_NOANGLEEND = 1 << 1,
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VRF_NOPITCHSTART = 1 << 2,
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VRF_NOPITCHEND = 1 << 3,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetVisibleRotation)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ANGLE_OPT(anglestart) { anglestart = 0.; }
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PARAM_ANGLE_OPT(angleend) { angleend = 0.; }
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PARAM_ANGLE_OPT(pitchstart) { pitchstart = 0.; }
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PARAM_ANGLE_OPT(pitchend) { pitchend = 0.; }
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PARAM_INT_OPT(flags) { flags = 0; }
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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if (!(flags & VRF_NOANGLESTART))
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{
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mobj->VisibleStartAngle = anglestart;
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}
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if (!(flags & VRF_NOANGLEEND))
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{
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mobj->VisibleEndAngle = angleend;
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}
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if (!(flags & VRF_NOPITCHSTART))
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{
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mobj->VisibleStartPitch = pitchstart;
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}
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if (!(flags & VRF_NOPITCHEND))
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{
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mobj->VisibleEndPitch = pitchend;
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}
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ACTION_RETURN_BOOL(true);
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}
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