- Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about. - Got rid of FActorInfo and merged it into a new PClassActor. SVN r2240 (scripting)
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78 changed files with 1171 additions and 1039 deletions
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@ -2548,10 +2548,10 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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{
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// For Dehacked compatibility this has to use the Arch Vile's
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// heal state as a default if the actor doesn't define one itself.
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const PClass *archvile = PClass::FindClass("Archvile");
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const PClassActor *archvile = PClass::FindActor("Archvile");
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if (archvile != NULL)
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{
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self->SetState (archvile->ActorInfo->FindState(NAME_Heal));
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self->SetState (archvile->FindState(NAME_Heal));
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}
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}
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S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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@ -3084,11 +3084,11 @@ void A_BossDeath(AActor *self)
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FName mytype = self->GetClass()->TypeName;
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// Ugh...
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FName type = self->GetClass()->ActorInfo->GetReplacee()->Class->TypeName;
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FName type = self->GetClass()->GetReplacee()->TypeName;
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// Do generic special death actions first
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bool checked = false;
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for(unsigned i=0; i<level.info->specialactions.Size(); i++)
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for (unsigned i = 0; i < level.info->specialactions.Size(); i++)
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{
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FSpecialAction *sa = &level.info->specialactions[i];
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