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- Added pause game functionality.
- Removed CDamageType from the engine - damage is now handled only within the entity script (easier to mod/modify). This was SVN commit r3325.
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@@ -524,7 +524,10 @@ bool CEntity::processHealNoPathing( CEntityOrder* current, size_t timestep_milli
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bool CEntity::processGeneric( CEntityOrder* current, size_t timestep_millis )
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{
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int id = current->m_data[1].data;
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debug_assert( m_actions.find( id ) != m_actions.end() );
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if( m_actions.find( id ) == m_actions.end() )
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{
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return false; // we've been tasked as part of a group but we can't do this action
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}
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SEntityAction& action = m_actions[id];
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return( processContactAction( current, timestep_millis, CEntityOrder::ORDER_GENERIC_NOPATHING, &action ) );
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}
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@@ -532,7 +535,10 @@ bool CEntity::processGeneric( CEntityOrder* current, size_t timestep_millis )
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bool CEntity::processGenericNoPathing( CEntityOrder* current, size_t timestep_millis )
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{
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int id = current->m_data[1].data;
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debug_assert( m_actions.find( id ) != m_actions.end() );
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if( m_actions.find( id ) == m_actions.end() )
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{
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return false; // we've been tasked as part of a group but we can't do this action
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}
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SEntityAction& action = m_actions[id];
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CEventGeneric evt( current->m_data[0].entity, id );
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if( !m_actor ) return( false );
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