- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina. - Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped. SVN r3427 (trunk)
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20 changed files with 94 additions and 141 deletions
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@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
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int power;
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AActor *linetarget;
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power = MIN(10, self->player->stamina / 10);
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power = MIN(10, self->player->mo->stamina / 10);
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damage = (pr_jabdagger() % (power + 8)) * (power + 2);
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if (self->FindInventory<APowerStrength>())
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@ -237,7 +237,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow)
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if (ti)
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{
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savedangle = self->angle;
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self->angle += pr_electric.Random2 () << (18 - self->player->accuracy * 5 / 100);
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self->angle += pr_electric.Random2 () << (18 - self->player->mo->accuracy * 5 / 100);
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self->player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, ti);
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self->angle = savedangle;
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@ -263,7 +263,7 @@ void P_StrifeGunShot (AActor *mo, bool accurate, angle_t pitch)
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if (mo->player != NULL && !accurate)
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{
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angle += pr_sgunshot.Random2() << (20 - mo->player->accuracy * 5 / 100);
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angle += pr_sgunshot.Random2() << (20 - mo->player->mo->accuracy * 5 / 100);
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}
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, NAME_StrifePuff);
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@ -324,7 +324,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
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}
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savedangle = self->angle;
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self->angle += pr_minimissile.Random2() << (19 - player->accuracy * 5 / 100);
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self->angle += pr_minimissile.Random2() << (19 - player->mo->accuracy * 5 / 100);
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player->mo->PlayAttacking2 ();
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P_SpawnPlayerMissile (self, PClass::FindClass("MiniMissile"));
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self->angle = savedangle;
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