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Fix custom ambient sound mobjs not working
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3c81938496
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1cd5e10ab0
3 changed files with 9 additions and 3 deletions
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@ -1004,7 +1004,7 @@ static void OP_CycleThings(INT32 amt)
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} while
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} while
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(mobjinfo[op_currentthing].doomednum == -1
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(mobjinfo[op_currentthing].doomednum == -1
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|| op_currentthing == MT_NIGHTSDRONE
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|| op_currentthing == MT_NIGHTSDRONE
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|| mobjinfo[op_currentthing].flags & MF_NOSECTOR
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|| mobjinfo[op_currentthing].flags & (MF_AMBIENT|MF_NOSECTOR)
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|| (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL
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|| (states[mobjinfo[op_currentthing].spawnstate].sprite == SPR_NULL
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&& states[mobjinfo[op_currentthing].seestate].sprite == SPR_NULL)
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&& states[mobjinfo[op_currentthing].seestate].sprite == SPR_NULL)
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);
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);
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@ -10222,7 +10222,7 @@ void P_MobjThinker(mobj_t *mobj)
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if (mobj->flags2 & MF2_FIRING)
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if (mobj->flags2 & MF2_FIRING)
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P_FiringThink(mobj);
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P_FiringThink(mobj);
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if (mobj->type == MT_AMBIENT)
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if (mobj->flags & MF_AMBIENT)
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{
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{
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if (leveltime % mobj->health)
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if (leveltime % mobj->health)
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return;
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return;
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@ -13272,6 +13272,12 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
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mobj->flags2 |= MF2_STRONGBOX;
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mobj->flags2 |= MF2_STRONGBOX;
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}
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}
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}
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}
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// Custom ambient sounds
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if ((mobj->flags & MF_AMBIENT) && mobj->type != MT_AMBIENT)
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{
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mobj->threshold = mobj->info->seesound;
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mobj->health = mobj->info->spawnhealth;
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}
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return true;
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return true;
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}
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}
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@ -118,7 +118,7 @@ typedef enum
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// Don't apply gravity (every tic); object will float, keeping current height
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// Don't apply gravity (every tic); object will float, keeping current height
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// or changing it actively.
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// or changing it actively.
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MF_NOGRAVITY = 1<<9,
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MF_NOGRAVITY = 1<<9,
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// This object is an ambient sound. Obsolete, but keep this around for backwards compatibility.
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// This object is an ambient sound.
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MF_AMBIENT = 1<<10,
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MF_AMBIENT = 1<<10,
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// Slide this object when it hits a wall.
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// Slide this object when it hits a wall.
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MF_SLIDEME = 1<<11,
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MF_SLIDEME = 1<<11,
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