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Change gas jet actions & clean up some flags and names.
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14c305f55a
commit
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3 changed files with 10 additions and 11 deletions
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@ -370,7 +370,7 @@ char sprnames[NUMSPRITES + 1][5] =
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// Springs
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"FANS", // Fan
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"STEM", // Steam riser
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"STEM", // Steam jet
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"BUMP", // Bumpers
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"BLON", // Balloons
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"SPRY", // Yellow spring
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@ -3106,7 +3106,7 @@ state_t states[NUMSTATES] =
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{SPR_FANS, 3, 1, {A_FanBubbleSpawn}, 1024, 0, S_FAN5}, // S_FAN4
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{SPR_FANS, 4, 1, {A_FanBubbleSpawn}, 512, 0, S_FAN}, // S_FAN5
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// Steam Riser
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// Steam jet
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{SPR_STEM, 0, 2, {A_SetSolidSteam}, 0, 0, S_STEAM2}, // S_STEAM1
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{SPR_STEM, 1, 2, {NULL}, 0, 0, S_STEAM3}, // S_STEAM2
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{SPR_STEM, 2, 2, {NULL}, 0, 0, S_STEAM4}, // S_STEAM3
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@ -7408,7 +7408,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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20*FRACUNIT, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID|MF_SPRING, // flags
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MF_SPRING, // flags
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S_NULL // raisestate
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},
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@ -633,7 +633,7 @@ typedef enum sprite
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// Springs
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SPR_FANS, // Fan
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SPR_STEM, // Steam riser
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SPR_STEM, // Steam jet
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SPR_BUMP, // Bumpers
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SPR_BLON, // Balloons
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SPR_SPRY, // Yellow spring
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@ -3247,7 +3247,7 @@ typedef enum state
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S_FAN4,
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S_FAN5,
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// Steam Riser
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// Steam jet
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S_STEAM1,
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S_STEAM2,
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S_STEAM3,
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@ -4921,7 +4921,7 @@ void A_ThrownRing(mobj_t *actor)
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// Function: A_SetSolidSteam
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//
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// Description: Makes steam solid so it collides with the player to boost them.
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// Description: Applies the spring flag to steam jets, and randomly plays one of two sounds.
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//
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// var1 = unused
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// var2 = unused
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@ -4931,8 +4931,8 @@ void A_SetSolidSteam(mobj_t *actor)
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if (LUA_CallAction("A_SetSolidSteam", actor))
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return;
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actor->flags &= ~MF_NOCLIP;
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actor->flags |= MF_SOLID;
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actor->flags |= MF_SPRING;
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if (!(actor->flags2 & MF2_AMBUSH))
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{
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if (P_RandomChance(FRACUNIT/8))
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@ -4952,7 +4952,7 @@ void A_SetSolidSteam(mobj_t *actor)
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// Function: A_UnsetSolidSteam
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//
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// Description: Makes an object non-solid and also noclip. Used by the steam.
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// Description: Removes the spring flag from an object. Used by steam jets.
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//
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// var1 = unused
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// var2 = unused
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@ -4962,8 +4962,7 @@ void A_UnsetSolidSteam(mobj_t *actor)
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if (LUA_CallAction("A_UnsetSolidSteam", actor))
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return;
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actor->flags &= ~MF_SOLID;
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actor->flags |= MF_NOCLIP;
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actor->flags &= ~MF_SPRING;
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}
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// Function: A_SignSpin
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