- Copied railgun sound fix from Skulltag.
- Made infighting a level flag. The old method still exists but the level flags will take precedence if set. SVN r532 (trunk)
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9 changed files with 60 additions and 13 deletions
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@ -284,6 +284,9 @@ static const char *MapInfoMapLevel[] =
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"compat_invisibility",
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"bordertexture",
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"f1", // [RC] F1 help
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"noinfighting",
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"normalinfighting",
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"totalinfighting",
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NULL
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};
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@ -419,6 +422,9 @@ MapHandlers[] =
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{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
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{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
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{ MITYPE_F1, lioffset(f1), 0, },
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{ MITYPE_SCFLAGS, LEVEL_NOINFIGHTING, ~LEVEL_TOTALINFIGHTING },
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{ MITYPE_SCFLAGS, 0, ~(LEVEL_NOINFIGHTING|LEVEL_TOTALINFIGHTING)},
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{ MITYPE_SCFLAGS, LEVEL_TOTALINFIGHTING, ~LEVEL_NOINFIGHTING },
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};
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static const char *MapInfoClusterLevel[] =
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@ -2220,7 +2226,7 @@ void G_InitLevelLocals ()
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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NormalLight.Maps = realcolormaps;
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//NormalLight.Color = PalEntry (255, 255, 255);
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// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
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NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
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