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Add skin flag for running on water
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3 changed files with 3 additions and 1 deletions
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@ -38,6 +38,7 @@ typedef enum
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SF_HIRES = 1<<3, // Draw the sprite 2x as small?
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SF_HIRES = 1<<3, // Draw the sprite 2x as small?
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SF_NOSKID = 1<<4, // No skid particles etc
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SF_NOSKID = 1<<4, // No skid particles etc
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SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
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SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
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SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
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} skinflags_t;
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} skinflags_t;
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//Primary and secondary skin abilities
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//Primary and secondary skin abilities
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@ -7507,6 +7507,7 @@ struct {
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{"SF_HIRES",SF_HIRES},
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{"SF_HIRES",SF_HIRES},
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{"SF_NOSKID",SF_NOSKID},
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{"SF_NOSKID",SF_NOSKID},
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{"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST},
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{"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST},
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{"SF_RUNONWATER",SF_RUNONWATER},
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// Character abilities!
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// Character abilities!
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// Primary
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// Primary
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@ -2398,7 +2398,7 @@ static boolean P_SceneryZMovement(mobj_t *mo)
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boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
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boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
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{
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{
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if (!(player->pflags & PF_NIGHTSMODE) && !player->homing
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if (!(player->pflags & PF_NIGHTSMODE) && !player->homing
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&& (((player->charability == CA_SWIM) || player->powers[pw_super]) && player->mo->ceilingz-*rover->topheight >= player->mo->height)
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&& (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height)
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&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
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&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
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&& !(player->pflags & PF_SLIDING)
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&& !(player->pflags & PF_SLIDING)
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&& abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
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&& abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
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