- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. SVN r1585 (trunk)
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8 changed files with 136 additions and 96 deletions
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@ -38,7 +38,6 @@
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "p_trace.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "decallib.h"
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@ -4192,101 +4191,7 @@ void P_FindBelowIntersectors (AActor *actor)
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void P_DoCrunch (AActor *thing, FChangePosition *cpos)
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{
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// crunch bodies to giblets
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if ((thing->flags & MF_CORPSE) &&
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!(thing->flags3 & MF3_DONTGIB) &&
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(thing->health <= 0))
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{
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FState * state = thing->FindState(NAME_Crush);
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if (state != NULL && !(thing->flags & MF_ICECORPSE))
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{
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if (thing->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, thing);
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}
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thing->flags &= ~MF_SOLID;
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thing->flags3 |= MF3_DONTGIB;
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thing->height = thing->radius = 0;
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thing->SetState (state);
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return;
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}
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if (!(thing->flags & MF_NOBLOOD))
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{
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if (thing->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, thing);
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}
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const PClass *i = PClass::FindClass("RealGibs");
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if (i != NULL)
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{
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i = i->ActorInfo->GetReplacement()->Class;
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const AActor *defaults = GetDefaultByType (i);
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if (defaults->SpawnState == NULL ||
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sprites[defaults->SpawnState->sprite].numframes == 0)
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{
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i = NULL;
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}
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}
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if (i == NULL)
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{
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// if there's no gib sprite don't crunch it.
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thing->flags &= ~MF_SOLID;
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thing->flags3 |= MF3_DONTGIB;
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thing->height = thing->radius = 0;
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return;
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}
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AActor *gib = Spawn (i, thing->x, thing->y, thing->z, ALLOW_REPLACE);
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if (gib != NULL)
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{
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gib->RenderStyle = thing->RenderStyle;
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gib->alpha = thing->alpha;
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gib->height = 0;
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gib->radius = 0;
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}
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S_Sound (thing, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
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PalEntry bloodcolor = (PalEntry)thing->GetClass()->Meta.GetMetaInt(AMETA_BloodColor);
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if (bloodcolor!=0) gib->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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}
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if (thing->flags & MF_ICECORPSE)
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{
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thing->tics = 1;
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thing->momx = thing->momy = thing->momz = 0;
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}
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else if (thing->player)
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{
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thing->flags |= MF_NOCLIP;
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thing->flags3 |= MF3_DONTGIB;
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thing->renderflags |= RF_INVISIBLE;
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}
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else
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{
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thing->Destroy ();
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}
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return; // keep checking
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}
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// crunch dropped items
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if (thing->flags & MF_DROPPED)
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{
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thing->Destroy ();
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return; // keep checking
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}
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if (!(thing->flags & MF_SOLID) || (thing->flags & MF_NOCLIP))
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{
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return;
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}
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if (!(thing->flags & MF_SHOOTABLE))
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{
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return; // assume it is bloody gibs or something
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}
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if (!(thing && thing->Grind(true) && cpos)) return;
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cpos->nofit = true;
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if ((cpos->crushchange > 0) && !(level.maptime & 3))
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