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Bugfix a Jawz crash Jeck got a few days ago.
Not menu-based, but I guess this branch is misc PLUS menu stuff, not just menu stuff based on sal-misc.
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parent
6c6bafd1d6
commit
e1b645d103
2 changed files with 17 additions and 10 deletions
25
src/k_kart.c
25
src/k_kart.c
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@ -2170,16 +2170,23 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t angle
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th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
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th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
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if (type == MT_ORBINAUT)
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switch (type)
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{
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if (source && source->player)
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th->color = source->player->skincolor;
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else
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th->color = SKINCOLOR_CLOUDY;
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}
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else if (type == MT_JAWZ || type == MT_JAWZ_DUD)
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{
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S_StartSound(th, th->info->activesound);
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case MT_ORBINAUT:
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if (source && source->player)
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th->color = source->player->skincolor;
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else
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th->color = SKINCOLOR_CLOUDY;
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break;
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case MT_JAWZ:
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if (source && source->player)
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th->cvmem = source->player->skincolor;
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else
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th->cvmem = SKINCOLOR_RED;
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//fallthrough
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case MT_JAWZ_DUD:
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S_StartSound(th, th->info->activesound);
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break;
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}
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x = x + P_ReturnThrustX(source, an, source->radius + th->radius);
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@ -8182,7 +8182,7 @@ void A_JawzChase(mobj_t *actor)
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ret = P_SpawnMobj(actor->tracer->x, actor->tracer->y, actor->tracer->z, MT_PLAYERRETICULE);
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P_SetTarget(&ret->target, actor->tracer);
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ret->frame |= ((leveltime % 10) / 2) + 5;
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ret->color = actor->target->player->skincolor;
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ret->color = actor->cvmem;
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P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), actor->info->speed);
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return;
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