- Fixed: PowerTimeFreezer needs to use different bits to mark timefreezing initiated by different
players, or overlapping uses of PowerTimeFreezer will malfunction. SVN r3599 (trunk)
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f8e64a13af
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5 changed files with 51 additions and 36 deletions
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@ -1356,28 +1356,29 @@ IMPLEMENT_CLASS( APowerTimeFreezer)
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//
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//===========================================================================
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void APowerTimeFreezer::InitEffect( )
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void APowerTimeFreezer::InitEffect()
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{
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int ulIdx;
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int freezemask;
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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if (Owner == NULL || Owner->player == NULL)
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return;
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// When this powerup is in effect, pause the music.
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S_PauseSound( false, false );
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S_PauseSound(false, false);
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// Give the player and his teammates the power to move when time is frozen.
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Owner->player->cheats |= CF_TIMEFREEZE;
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for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
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freezemask = 1 << (Owner->player - players);
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Owner->player->timefreezer |= freezemask;
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if ( playeringame[ulIdx] &&
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players[ulIdx].mo != NULL &&
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players[ulIdx].mo->IsTeammate( Owner )
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if (playeringame[i] &&
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players[i].mo != NULL &&
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players[i].mo->IsTeammate(Owner)
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)
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{
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players[ulIdx].cheats |= CF_TIMEFREEZE;
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players[i].timefreezer |= freezemask;
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}
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}
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@ -1405,7 +1406,7 @@ void APowerTimeFreezer::InitEffect( )
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//
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//===========================================================================
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void APowerTimeFreezer::DoEffect( )
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void APowerTimeFreezer::DoEffect()
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{
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Super::DoEffect();
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// [RH] Do not change LEVEL_FROZEN on odd tics, or the Revenant's tracer
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@ -1433,41 +1434,45 @@ void APowerTimeFreezer::DoEffect( )
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//
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//===========================================================================
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void APowerTimeFreezer::EndEffect( )
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void APowerTimeFreezer::EndEffect()
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{
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int ulIdx;
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int i;
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Super::EndEffect();
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// Allow other actors to move about freely once again.
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level.flags2 &= ~LEVEL2_FROZEN;
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// Also, turn the music back on.
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S_ResumeSound( false );
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// Nothing more to do if there's no owner.
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if (( Owner == NULL ) || ( Owner->player == NULL ))
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// If there is an owner, remove the timefreeze flag corresponding to
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// her from all players.
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if (Owner != NULL && Owner->player != NULL)
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{
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return;
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int freezemask = ~(1 << (Owner->player - players));
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].timefreezer &= freezemask;
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}
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}
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// Take away the time freeze power, and his teammates.
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Owner->player->cheats &= ~CF_TIMEFREEZE;
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for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
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// Are there any players who still have timefreezer bits set?
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if ( playeringame[ulIdx] &&
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players[ulIdx].mo != NULL &&
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players[ulIdx].mo->IsTeammate( Owner )
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)
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if (playeringame[i] && players[i].timefreezer != 0)
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{
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players[ulIdx].cheats &= ~CF_TIMEFREEZE;
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break;
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}
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}
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if (i == MAXPLAYERS)
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{
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// No, so allow other actors to move about freely once again.
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level.flags2 &= ~LEVEL2_FROZEN;
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// Also, turn the music back on.
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S_ResumeSound(false);
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}
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}
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// Damage powerup ------------------------------------------------------
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IMPLEMENT_CLASS( APowerDamage)
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IMPLEMENT_CLASS(APowerDamage)
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//===========================================================================
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//
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