- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. SVN r1146 (trunk)
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33 changed files with 484 additions and 1662 deletions
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@ -1243,15 +1243,20 @@ void APowerTargeter::DoEffect ()
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PositionAccuracy ();
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if (EffectTics < 5*TICRATE)
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{
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if (EffectTics & 32)
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FState *state = FindState("Targeter");
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if (state != NULL)
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{
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P_SetPsprite (player, ps_targetright, NULL);
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P_SetPsprite (player, ps_targetleft, &States[1]);
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}
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else if (EffectTics & 16)
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{
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P_SetPsprite (player, ps_targetright, &States[2]);
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P_SetPsprite (player, ps_targetleft, NULL);
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if (EffectTics & 32)
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{
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P_SetPsprite (player, ps_targetright, NULL);
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P_SetPsprite (player, ps_targetleft, state+1);
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}
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else if (EffectTics & 16)
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{
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P_SetPsprite (player, ps_targetright, state+2);
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P_SetPsprite (player, ps_targetleft, NULL);
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}
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}
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}
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}
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