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HacX|Fixed: Password game object was broken
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Make use of the State 'Mods' directive to modify the original game
definitions instead of replacing them (for the purpose of tweaking
lighting properties such as "fullbright"). The DEHACKED patch reader
looks up definitions by the ordinals used in the original executable
and as such, we can't replace them with later ones (load order).

Resolves a regression introduced in build 402.
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danij-deng committed Feb 15, 2012
1 parent 7edf0d6 commit e878de3
Showing 1 changed file with 22 additions and 132 deletions.
154 changes: 22 additions & 132 deletions doomsday/plugins/jdoom/defs/hacx.ded
Expand Up @@ -21,203 +21,93 @@ Include "hacx/inlude.ded";
Include "hacx/lights.ded";

# Make the photon rocket ammo's fullbright so we can add a light.
State {
ID = "ROCK";
Sprite = "ROCK";
Frame = 0;
State Mods "ROCK" {
Flags = fullbright;
Tics = -1;
Next state = "NULL";
}

State {
ID = "BROK";
Sprite = "BROK";
Frame = 0;
State Mods "BROK" {
Flags = fullbright;
Tics = -1;
Next state = "NULL";
}

# Nerf the lights on fullbright but non-light emitting objects.
State {
ID = "RKEY";
State Mods "RKEY" {
Flags = noautolight;
Sprite = "RKEY";
Frame = 0;
Tics = 10;
Next state = "RKEY2";
}

State {
ID = "PSTR";
Sprite = "PSTR";
Frame = 0;
State Mods "PSTR" {
Flags = fullbright|noautolight;
Tics = -1;
Next state = "NULL";
}

State {
ID = "PINS";
Sprite = "PINS";
Frame = 0;
State Mods "PINS" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "PINS2";
}

State {
ID = "PINS2";
Sprite = "PINS";
Frame = 1;
State Mods "PINS2" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "PINS3";
}

State {
ID = "PINS3";
Sprite = "PINS";
Frame = 2;
State Mods "PINS3" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "PINS4";
}

State {
ID = "PINS4";
Sprite = "PINS";
Frame = 3;
State Mods "PINS4" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "PINS";
}

State {
ID = "BON1";
Sprite = "BON1";
Frame = 0;
State Mods "BON1" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "BON1A";
}

State {
ID = "BON1A";
Sprite = "BON1";
Frame = 1;
State Mods "BON1A" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "BON1B";
}

State {
ID = "BON1B";
Sprite = "BON1";
Frame = 2;
State Mods "BON1B" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "BON1C";
}

State {
ID = "BON1C";
Sprite = "BON1";
Frame = 3;
State Mods "BON1C" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "BON1D";
}

State {
ID = "BON1D";
Sprite = "BON1";
Frame = 2;
State Mods "BON1D" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "BON1E";
}

State {
ID = "BON1E";
Sprite = "BON1";
Frame = 1;
State Mods "BON1E" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "BON1";
}

State {
ID = "GREENTORCH";
Sprite = "TGRN";
Frame = 0;
State Mods "GREENTORCH" {
Flags = fullbright|noautolight;
Tics = 4;
Next state = "GREENTORCH2";
}

State {
ID = "GREENTORCH2";
Sprite = "TGRN";
Frame = 1;
State Mods "GREENTORCH2" {
Flags = fullbright|noautolight;
Tics = 4;
Next state = "GREENTORCH3";
}

State {
ID = "GREENTORCH3";
Sprite = "TGRN";
Frame = 2;
State Mods "GREENTORCH3" {
Flags = fullbright|noautolight;
Tics = 4;
Next state = "GREENTORCH4";
}

State {
ID = "GREENTORCH4";
Sprite = "TGRN";
Frame = 3;
State Mods "GREENTORCH4" {
Flags = fullbright|noautolight;
Tics = 4;
Next state = "GREENTORCH";
}

State {
ID = "FLOATSKULL";
Sprite = "FSKU";
Frame = 0;
State Mods "FLOATSKULL" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "FLOATSKULL2";
}

State {
ID = "FLOATSKULL2";
Sprite = "FSKU";
Frame = 1;
State Mods "FLOATSKULL2" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "FLOATSKULL3";
}

State {
ID = "FLOATSKULL3";
Sprite = "FSKU";
Frame = 2;
State Mods "FLOATSKULL3" {
Flags = fullbright|noautolight;
Tics = 6;
Next state = "FLOATSKULL";
}

State {
ID = "BFUG";
Sprite = "BFUG";
Frame = 0;
State Mods "BFUG" {
Flags = noautolight;
Tics = -1;
Next state = "NULL";
}

# The BFG shot is a metal bomb-like object in HacX so do not blend it when drawing.
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