- 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
110
src/p_mobj.cpp
110
src/p_mobj.cpp
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@ -59,6 +59,7 @@
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#include "d_event.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "p_enemy.h"
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// MACROS ------------------------------------------------------------------
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@ -963,6 +964,115 @@ void AActor::Touch (AActor *toucher)
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{
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}
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//============================================================================
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//
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// AActor :: Grind
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//
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// Handles the an actor being crushed by a door, crusher or polyobject.
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// Originally part of P_DoCrunch(), it has been made into its own actor
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// function so that it could be called from a polyobject without hassle.
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// Bool items is true if it should destroy() dropped items, false otherwise.
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//============================================================================
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bool AActor::Grind(bool items)
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{
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// crunch bodies to giblets
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if ((this->flags & MF_CORPSE) &&
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!(this->flags3 & MF3_DONTGIB) &&
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(this->health <= 0))
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{
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FState * state = this->FindState(NAME_Crush);
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if (state != NULL && !(this->flags & MF_ICECORPSE))
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{
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if (this->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, this);
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}
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this->flags &= ~MF_SOLID;
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this->flags3 |= MF3_DONTGIB;
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this->height = this->radius = 0;
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this->SetState (state);
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return false;
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}
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if (!(this->flags & MF_NOBLOOD))
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{
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if (this->flags4 & MF4_BOSSDEATH)
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{
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CALL_ACTION(A_BossDeath, this);
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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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this->flags &= ~MF_SOLID;
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this->flags3 |= MF3_DONTGIB;
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this->height = this->radius = 0;
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return false;
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}
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AActor *gib = Spawn (i, this->x, this->y, this->z, ALLOW_REPLACE);
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if (gib != NULL)
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{
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gib->RenderStyle = this->RenderStyle;
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gib->alpha = this->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 (this, CHAN_BODY, "misc/fallingsplat", 1, ATTN_IDLE);
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PalEntry bloodcolor = (PalEntry)this->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 (this->flags & MF_ICECORPSE)
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{
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this->tics = 1;
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this->momx = this->momy = this->momz = 0;
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}
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else if (this->player)
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{
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this->flags |= MF_NOCLIP;
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this->flags3 |= MF3_DONTGIB;
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this->renderflags |= RF_INVISIBLE;
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}
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else
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{
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this->Destroy ();
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}
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return false; // keep checking
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}
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// crunch dropped items
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if (this->flags & MF_DROPPED)
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{
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if (items) this->Destroy (); // Only destroy dropped items if wanted
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return false; // keep checking
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}
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if (!(this->flags & MF_SOLID) || (this->flags & MF_NOCLIP))
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{
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return false;
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}
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if (!(this->flags & MF_SHOOTABLE))
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{
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return false; // assume it is bloody gibs or something
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}
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return true;
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}
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//============================================================================
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//
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// AActor :: Massacre
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