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Fixed the bug with ogres on e1m4 - they now spawn in midair and happily try to
kill you again after they fall down. (were exploding when they respawned midair previously) This interestingly enough was due to the fact that apparently droptofloor(); does not work if the monster is in death animations. That's OK, I figured it out. :) Hikaru
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1 changed files with 3 additions and 1 deletions
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@ -7,7 +7,7 @@
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void () hes_dead_jim = [ self.frame, im_alive, 10 ] { }
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void () im_alive = [ 0, (self.th_walk), 0.2 ]
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void () im_alive =
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{
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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@ -49,6 +49,8 @@
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//Don't stay angry at everyone.
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//Side note. NIL is the same as WORLD.
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self.enemy = NIL;
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//This HAS TO BE SET HERE, or the creature WILL NOT survive the motion test.
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self.th_walk();
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//We have to set the origin no matter what kind of creature it is, so the
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//thing becomes solid again. (Maybe, maybe not? Can't hurt anyway...)
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