- Update to latest version in trunk.
SVN r3890 (scripting)
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commit
e7efa1d802
117 changed files with 2260 additions and 787 deletions
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@ -1670,7 +1670,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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// [RC] Well, let's let special monsters with this flag active be able to see
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// the player then, eh?
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if(!(actor->flags & MF6_SEEINVISIBLE))
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if(!(actor->flags6 & MF6_SEEINVISIBLE))
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{
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if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
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player->mo->flags3 & MF3_GHOST)
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@ -3210,7 +3210,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
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{
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PARAM_ACTION_PROLOGUE;
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int damage = self->GetMissileDamage(0, 1);
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P_RadiusAttack (self, self->target, damage, damage, self->DamageType, true);
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P_RadiusAttack (self, self->target, damage, damage, self->DamageType, RADF_HURTSOURCE);
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P_CheckSplash(self, damage<<FRACBITS);
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return 0;
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}
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