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Hardcoded A_Boss5CheckFalling
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3 changed files with 31 additions and 0 deletions
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@ -2228,6 +2228,7 @@ static actionpointer_t actionpointers[] =
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{{A_DoNPCPain}, "A_DONPCPAIN"},
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{{A_Boss5ExtraRepeat}, "A_BOSS5EXTRAREPEAT"},
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{{A_Boss5CheckOnGround}, "A_BOSS5CHECKONGROUND"},
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{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
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{{NULL}, "NONE"},
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@ -242,6 +242,7 @@ void A_CheckFlags2();
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void A_DoNPCPain();
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void A_Boss5ExtraRepeat();
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void A_Boss5CheckOnGround();
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void A_Boss5CheckFalling();
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 256
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@ -268,6 +268,7 @@ void A_CryingToMomma(mobj_t *actor);
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void A_CheckFlags2(mobj_t *actor);
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void A_DoNPCPain(mobj_t *actor);
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void A_Boss5CheckOnGround(mobj_t *actor);
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void A_Boss5CheckFalling(mobj_t *actor);
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//for p_enemy.c
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//
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@ -11982,3 +11983,31 @@ void A_Boss5CheckOnGround(mobj_t *actor)
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actor->momy = (4*actor->momy)/5;
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}
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}
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// Function: A_Boss5CheckFalling
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//
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// Description: Falling checker.
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//
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// var1 = state to change to when hitting ground.
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// var2 = state to change to when falling.
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//
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void A_Boss5CheckFalling(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_Boss5CheckFalling", actor))
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return;
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#endif
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if (actor->health && actor->extravalue2 > 1)
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{
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var1 = locvar1;
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var2 = 0;
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A_Boss5CheckOnGround(actor);
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return;
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}
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if (P_MobjFlip(actor)*actor->momz <= 0)
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P_SetMobjState(actor, locvar2);
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}
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