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oops
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2 changed files with 61 additions and 0 deletions
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@ -216,6 +216,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
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boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
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void P_RunShields(void);
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void P_RunOverlays(void);
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void P_RunShadows(void);
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void P_MobjThinker(mobj_t *mobj);
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boolean P_RailThinker(mobj_t *mobj);
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void P_PushableThinker(mobj_t *mobj);
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60
src/p_mobj.c
60
src/p_mobj.c
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@ -6206,6 +6206,66 @@ static void P_RemoveOverlay(mobj_t *thing)
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}
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}
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void P_RunShadows(void)
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{
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thinker_t * th;
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mobj_t * mobj;
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mobj = (mobj_t *)th;
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if (mobj->type != MT_SHADOW)
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continue;
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if (mobj->target && (mobj->target->health || mobj->target->player)) // only players keep shadows after death, but only until their mobj is killed
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{
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if ((mobj->target->flags2 & MF2_DONTDRAW)
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|| (((mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z+mobj->target->height > mobj->target->ceilingz)
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|| (!(mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z < mobj->target->floorz)))
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mobj->flags2 |= MF2_DONTDRAW;
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else
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mobj->flags2 &= ~MF2_DONTDRAW;
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// First scale to the same radius
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P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius));
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P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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if (mobj->floorz < mobj->z)
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{
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INT32 i;
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fixed_t prevz;
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mobj->z = mobj->floorz;
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for (i = 0; i < MAXFFLOORS; i++)
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{
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prevz = mobj->z;
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// Now scale again based on height difference
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P_SetScale(mobj, FixedDiv(mobj->scale, max(FRACUNIT, ((mobj->target->z-mobj->z)/200)+FRACUNIT)));
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// Check new position to see if you should still be on that ledge
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P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->z);
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mobj->z = mobj->floorz;
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if (mobj->z == prevz)
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break;
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}
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}
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}
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else
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{
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P_KillMobj(mobj, NULL, NULL);
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}
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}
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}
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void A_BossDeath(mobj_t *mo);
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// AI for the Koopa boss.
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static void P_KoopaThinker(mobj_t *koopa)
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