From e878de3950b217e1d13bb75918cca2eaa26aa692 Mon Sep 17 00:00:00 2001 From: danij Date: Wed, 15 Feb 2012 05:54:03 +0000 Subject: [PATCH] HacX|Fixed: Password game object was broken 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. --- doomsday/plugins/jdoom/defs/hacx.ded | 154 ++++----------------------- 1 file changed, 22 insertions(+), 132 deletions(-) diff --git a/doomsday/plugins/jdoom/defs/hacx.ded b/doomsday/plugins/jdoom/defs/hacx.ded index 2c282938cf..6746752136 100644 --- a/doomsday/plugins/jdoom/defs/hacx.ded +++ b/doomsday/plugins/jdoom/defs/hacx.ded @@ -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.