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There's no spike or moon, but there sure is fruit, and that fruit is slightly awkward in that it pops out of existence when it slows down!
Instead, I've made it flicker out of existence on a second-long timer. This is the *absolute* last in-game thing I'm doing before the original freeze deadline. Hardcoding and menu pokes are all that remain of my code development...
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2e3f6b09af
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1 changed files with 12 additions and 9 deletions
21
src/p_mobj.c
21
src/p_mobj.c
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@ -2626,12 +2626,14 @@ static boolean P_ZMovement(mobj_t *mo)
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mom.z /= 2; // Rocks not so bouncy
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if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
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if (!mo->fuse
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&& abs(mom.x) < FixedMul(STOPSPEED*2, mo->scale)
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&& abs(mom.y) < FixedMul(STOPSPEED*2, mo->scale)
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&& abs(mom.z) < FixedMul(STOPSPEED*2*3, mo->scale))
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{
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P_RemoveMobj(mo);
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return false;
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//P_RemoveMobj(mo);
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//return false;
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mo->fuse = TICRATE;
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}
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}
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else if (mo->type == MT_CANNONBALLDECOR)
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@ -7442,13 +7444,14 @@ void P_MobjThinker(mobj_t *mobj)
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{
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case MT_FALLINGROCK:
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// Despawn rocks here in case zmovement code can't do so (blame slopes)
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if (!mobj->momx && !mobj->momy && !mobj->momz
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if (!mobj->fuse && !mobj->momx && !mobj->momy && !mobj->momz
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&& ((mobj->eflags & MFE_VERTICALFLIP) ?
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mobj->z + mobj->height >= mobj->ceilingz
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: mobj->z <= mobj->floorz))
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{
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P_RemoveMobj(mobj);
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return;
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//P_RemoveMobj(mobj);
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//return;
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mobj->fuse = TICRATE;
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}
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P_MobjCheckWater(mobj);
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break;
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@ -8782,7 +8785,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
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if (P_MobjWasRemoved(mobj))
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return;
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}
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else if (((mobj->type == MT_RANDOMITEM && mobj->threshold == 69) || mobj->type == MT_FAKEITEM) && mobj->fuse <= TICRATE)
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else if (((mobj->type == MT_RANDOMITEM && mobj->threshold == 69) || mobj->type == MT_FAKEITEM || mobj->type == MT_FALLINGROCK) && mobj->fuse <= TICRATE)
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mobj->flags2 ^= MF2_DONTDRAW;
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}
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