SVN r258 (trunk)
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parent
1391b28643
commit
ecce60e8f9
90 changed files with 326 additions and 309 deletions
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@ -354,7 +354,7 @@ void A_VileTarget (AActor *actor)
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A_FaceTarget (actor);
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fog = Spawn<AArchvileFire> (actor->target->x, actor->target->x,
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actor->target->z);
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actor->target->z, ALLOW_REPLACE);
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actor->tracer = fog;
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fog->target = actor;
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@ -184,7 +184,7 @@ void A_BrainPain (AActor *self)
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static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
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{
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AActor *boom = Spawn<ARocket> (x, y, z);
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AActor *boom = Spawn<ARocket> (x, y, z, NO_REPLACE);
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if (boom != NULL)
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{
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boom->momz = pr_brainscream() << 9;
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@ -281,7 +281,7 @@ void A_SpawnFly (AActor *self)
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targ = self->target;
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// First spawn teleport fire.
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fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z);
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fog = Spawn<ASpawnFire> (targ->x, targ->y, targ->z, ALLOW_REPLACE);
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S_Sound (fog, CHAN_BODY, "brain/spawn", 1, ATTN_NORM);
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// Randomly select monster to spawn.
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@ -301,7 +301,7 @@ void A_SpawnFly (AActor *self)
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else if (r < 246) type = "HellKnight";
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else type = "BaronOfHell";
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newmobj = Spawn (type, targ->x, targ->y, targ->z);
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newmobj = Spawn (type, targ->x, targ->y, targ->z, ALLOW_REPLACE);
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if (newmobj != NULL)
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{
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// Make the new monster hate what the boss eye hates
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@ -22,7 +22,7 @@ public:
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{
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player_t *player = Owner->player;
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ABasicArmorPickup *armor = static_cast<ABasicArmorPickup *> (Spawn ("BlueArmor", 0,0,0));
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ABasicArmorPickup *armor = static_cast<ABasicArmorPickup *> (Spawn ("BlueArmor", 0,0,0, NO_REPLACE));
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if (!armor->TryPickup (Owner))
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{
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armor->Destroy ();
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@ -81,7 +81,7 @@ void A_BarrelRespawn (AActor *actor)
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actor->flags2 = defs->flags2;
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actor->SetState (actor->SpawnState);
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actor->renderflags &= ~RF_INVISIBLE;
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Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT);
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Spawn<ATeleportFog> (x, y, actor->z + TELEFOGHEIGHT, ALLOW_REPLACE);
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}
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else
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{
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@ -1080,7 +1080,7 @@ void A_BFGSpray (AActor *mo)
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continue;
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Spawn (spraytype, linetarget->x, linetarget->y,
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linetarget->z + (linetarget->height>>2));
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linetarget->z + (linetarget->height>>2), ALLOW_REPLACE);
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damage = 0;
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for (j = 0; j < damagecnt; ++j)
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@ -167,7 +167,7 @@ void A_PainShootSkull (AActor *self, angle_t angle)
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return;
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}
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other = Spawn (spawntype, x, y, z);
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other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);
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// Check to see if the new Lost Soul's z value is above the
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@ -207,7 +207,7 @@ void A_Tracer (AActor *self)
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P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3);
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smoke = Spawn<ARevenantTracerSmoke> (self->x - self->momx,
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self->y - self->momy, self->z);
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self->y - self->momy, self->z, ALLOW_REPLACE);
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smoke->momz = FRACUNIT;
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smoke->tics -= pr_tracer()&3;
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