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allow arbitrary damage type IDs in shots instead of only "DT_*" string constants
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parent
0784d1b9df
commit
1217432561
2 changed files with 4 additions and 2 deletions
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@ -6252,7 +6252,7 @@ void Game::applyState()
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core->afterEffectManager->clear();
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core->afterEffectManager->clear();
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//core->afterEffectManager->addEffect(new RippleEffect());
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//core->afterEffectManager->addEffect(new RippleEffect());
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}
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}
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Shot::shots.clear();
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Shot::shots.clear(); // the shots were deleted elsewhere, drop any remaining pointers
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Shot::deleteShots.clear();
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Shot::deleteShots.clear();
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backdropQuad = 0;
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backdropQuad = 0;
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clearObsRows();
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clearObsRows();
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@ -10887,7 +10887,7 @@ void Game::removeState()
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debugLog("killAllShots");
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debugLog("killAllShots");
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Shot::killAllShots();
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Shot::killAllShots();
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Shot::clearShotGarbage();
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Shot::clearShotGarbage(); // make sure there are no pointers left (would lead to a crash on shutdown otherwise)
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debugLog("killAllBeams");
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debugLog("killAllBeams");
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Beam::killAllBeams();
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Beam::killAllBeams();
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debugLog("killAllWebs");
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debugLog("killAllWebs");
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@ -230,6 +230,8 @@ void ShotData::bankLoad(const std::string &file, const std::string &path)
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damageType = DT_ENEMY_CREATOR;
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damageType = DT_ENEMY_CREATOR;
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else if (bt == "DT_ENEMY_MANTISBOMB")
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else if (bt == "DT_ENEMY_MANTISBOMB")
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damageType = DT_ENEMY_MANTISBOMB;
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damageType = DT_ENEMY_MANTISBOMB;
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else
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damageType = (DamageType)atoi(bt.c_str());
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}
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}
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else if (token == "Invisible")
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else if (token == "Invisible")
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inf >> invisible;
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inf >> invisible;
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