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Update new GFZ3 laser
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parent
92c900f284
commit
63cb58a10a
7 changed files with 106 additions and 43 deletions
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@ -3027,6 +3027,7 @@ static actionpointer_t actionpointers[] =
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{{A_DragonbomberSpawn}, "A_DRAGONBOMERSPAWN"},
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{{A_DragonWing}, "A_DRAGONWING"},
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{{A_DragonSegment}, "A_DRAGONSEGMENT"},
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{{A_ChangeHeight}, "A_CHANGEHEIGHT"},
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{{NULL}, "NONE"},
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// This NULL entry must be the last in the list
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@ -6224,10 +6225,15 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_ROCKET",
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"S_LASER1",
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"S_LASER",
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"S_LASER2",
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"S_LASERFLASH",
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"S_LASERSPARK",
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"S_LASERFLAME1",
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"S_LASERFLAME2",
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"S_LASERFLAME3",
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"S_LASERFLAME4",
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"S_LASERFLAME5",
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"S_TORPEDO",
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@ -298,6 +298,8 @@ light_t *t_lspr[NUMSPRITES] =
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// Projectiles
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&lspr[NOLIGHT], // SPR_MISL
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&lspr[SMALLREDBALL_L], // SPR_LASR
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&lspr[REDSHINE_L], // SPR_LASF
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&lspr[NOLIGHT], // SPR_TORP
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&lspr[NOLIGHT], // SPR_ENRG
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&lspr[NOLIGHT], // SPR_MINE
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27
src/info.c
27
src/info.c
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@ -187,6 +187,8 @@ char sprnames[NUMSPRITES + 1][5] =
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// Projectiles
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"MISL",
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"LASR", // GFZ3 laser
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"LASF", // GFZ3 laser flames
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"TORP", // Torpedo
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"ENRG", // Energy ball
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"MINE", // Skim mine
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@ -2058,10 +2060,15 @@ state_t states[NUMSTATES] =
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{SPR_MISL, FF_FULLBRIGHT, 1, {A_SmokeTrailer}, MT_SMOKE, 0, S_ROCKET}, // S_ROCKET
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{SPR_MISL, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_NULL}, // S_LASER1
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{SPR_MISL, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_NULL}, // S_LASER2
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{SPR_MISL, FF_FULLBRIGHT|3, 2, {NULL}, 0, 0, S_NULL}, // S_LASERFLASH
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{SPR_MISL, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_LASERSPARK}, // S_LASERSPARK
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{SPR_LASR, FF_FULLBRIGHT|0, 2, {NULL}, 0, 0, S_NULL}, // S_LASER
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{SPR_LASR, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_NULL}, // S_LASER2
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{SPR_LASR, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_NULL}, // S_LASERFLASH
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{SPR_LASF, FF_FULLBRIGHT|0, 2, {NULL}, 0, 0, S_LASERFLAME2}, // S_LASERFLAME1
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{SPR_LASF, FF_FULLBRIGHT|1, 1, {A_ChangeHeight}, 52*FRACUNIT, 3, S_LASERFLAME3}, // S_LASERFLAME2
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{SPR_LASF, FF_FULLBRIGHT|2, 0, {A_ChangeHeight}, 12*FRACUNIT, 3, S_LASERFLAME4}, // S_LASERFLAME3
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{SPR_LASF, FF_ANIMATE|FF_PAPERSPRITE|FF_FULLBRIGHT|2, 4, {NULL}, 1, 2, S_LASERFLAME5}, // S_LASERFLAME4
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{SPR_LASF, FF_ANIMATE|FF_PAPERSPRITE|FF_FULLBRIGHT|4, 28, {NULL}, 2, 2, S_NULL}, // S_LASERFLAME5
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{SPR_TORP, 0, 1, {A_SmokeTrailer}, MT_SMOKE, 0, S_TORPEDO}, // S_TORPEDO
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@ -5668,15 +5675,15 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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{ // MT_EGGMOBILE_FIRE
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-1, // doomednum
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S_SPINFIRE1, // spawnstate
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S_LASERFLAME1, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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sfx_s3kc2s, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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sfx_s3k8d, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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@ -5684,7 +5691,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // deathsound
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0, // speed
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8*FRACUNIT, // radius
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14*FRACUNIT, // height
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28*FRACUNIT, // height
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0, // display offset
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DMG_FIRE, // mass
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1, // damage
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@ -9631,13 +9638,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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{ // MT_LASER
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-1, // doomednum
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S_LASER1, // spawnstate
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S_LASER, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_rlaunc, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_LASERSPARK, // painstate
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_LASERFLASH, // meleestate
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12
src/info.h
12
src/info.h
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@ -284,6 +284,7 @@ void A_RolloutRock();
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void A_DragonbomberSpawn();
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void A_DragonWing();
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void A_DragonSegment();
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void A_ChangeHeight();
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 512
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@ -451,6 +452,8 @@ typedef enum sprite
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// Projectiles
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SPR_MISL,
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SPR_LASR, // GFZ3 laser
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SPR_LASF, // GFZ3 laser flames
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SPR_TORP, // Torpedo
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SPR_ENRG, // Energy ball
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SPR_MINE, // Skim mine
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@ -2219,10 +2222,15 @@ typedef enum state
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S_ROCKET,
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S_LASER1,
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S_LASER,
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S_LASER2,
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S_LASERFLASH,
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S_LASERSPARK,
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S_LASERFLAME1,
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S_LASERFLAME2,
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S_LASERFLAME3,
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S_LASERFLAME4,
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S_LASERFLAME5,
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S_TORPEDO,
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@ -312,6 +312,7 @@ void A_RolloutRock(mobj_t *actor);
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void A_DragonbomberSpawn(mobj_t *actor);
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void A_DragonWing(mobj_t *actor);
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void A_DragonSegment(mobj_t *actor);
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void A_ChangeHeight(mobj_t *actor);
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//for p_enemy.c
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@ -3086,24 +3087,24 @@ void A_Boss1Laser(mobj_t *actor)
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{
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mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type);
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mo->angle = point->angle;
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mo->color = LASERCOLORS[((UINT8)(i - 3*leveltime) >> 2) % sizeof(LASERCOLORS)]; // codeing
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mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing
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P_UnsetThingPosition(mo);
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mo->flags = MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY;
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P_SetThingPosition(mo);
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if (leveltime & 1 && mo->info->missilestate)
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if (dur & 1 && mo->info->missilestate)
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{
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P_SetMobjState(mo, mo->info->missilestate);
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if (mo->info->meleestate)
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{
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mobk_t *mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_PARTICLE);
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mobj_t *mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_PARTICLE);
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mo2->flags2 |= MF2_LINKDRAW;
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P_SetTarget(&mo2->tracer, actor);
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P_SetMobjState(mo2, mo->info->meleestate);
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}
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}
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if (leveltime % 4 == 0)
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if (dur == 1)
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P_SpawnGhostMobj(mo);
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x = point->x, y = point->y, z = point->z;
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@ -3111,28 +3112,32 @@ void A_Boss1Laser(mobj_t *actor)
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break;
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}
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x += point->momx;
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y += point->momy;
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floorz = P_FloorzAtPos(x, y, z, mobjinfo[MT_EGGMOBILE_FIRE].height);
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if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1)
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if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1)
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{
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for (i = 0; point->info->painstate && i < 3; i++)
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{
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mobj_t *spark = P_SpawnMobj(x, y, floorz+1, MT_PARTICLE);
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spark->flags &= ~MF_NOGRAVITY;
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spark->angle = FixedAngle(P_RandomKey(360)*FRACUNIT);
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spark->rollangle = FixedAngle(P_RandomKey(360)*FRACUNIT);
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spark->color = LASERCOLORS[P_RandomKey(sizeof(LASERCOLORS)/sizeof(UINT8))];
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spark->colorized = true;
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spark->fuse = 12;
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spark->destscale = point->scale >> 3;
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P_SetObjectMomZ(spark, 8*FRACUNIT, true);
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P_InstaThrust(spark, spark->angle, 6*FRACUNIT);
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P_SetMobjState(spark, point->info->painstate);
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}
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point = P_SpawnMobj(x, y, floorz+1, MT_EGGMOBILE_FIRE);
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point->angle = actor->angle;
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point->destscale = actor->scale*3;
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P_SetScale(point, point->destscale);
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P_SetTarget(&point->target, actor);
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point->destscale = 3*FRACUNIT;
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point->scalespeed = FRACUNIT>>2;
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point->fuse = TICRATE;
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P_MobjCheckWater(point);
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if (point->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))
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{
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for (i = 0; i < 2; i++)
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{
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UINT8 size = 3;
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mobj_t *steam = P_SpawnMobj(x, y, point->watertop - size*mobjinfo[MT_DUST].height, MT_DUST);
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P_SetScale(steam, size*actor->scale);
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P_SetObjectMomZ(steam, FRACUNIT + 2*P_RandomFixed(), true);
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P_InstaThrust(steam, FixedAngle(P_RandomKey(360)*FRACUNIT), 2*P_RandomFixed());
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if (point->info->painsound)
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S_StartSound(steam, point->info->painsound);
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}
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}
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else if (point->info->seesound)
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S_StartSound(point, point->info->seesound);
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}
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if (dur > 1)
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@ -14452,3 +14457,43 @@ void A_DragonSegment(mobj_t *actor)
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actor->angle = hangle;
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P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist);
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}
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// Function: A_ChangeHeight
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//
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// Description: Changes the actor's height by var1
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//
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// var1 = height
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// var2 =
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// &1: height is absolute
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// &2: scale with actor's scale
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//
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void A_ChangeHeight(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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fixed_t height = locvar1;
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boolean reverse;
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if (LUA_CallAction("A_ChangeHeight", actor))
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return;
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reverse = (actor->eflags & MFE_VERTICALFLIP) || (actor->flags2 & MF2_OBJECTFLIP);
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if (locvar2 & 2)
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height = FixedMul(height, actor->scale);
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P_UnsetThingPosition(actor);
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if (locvar2 & 1)
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{
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if (reverse)
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actor->z += actor->height - locvar1;
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actor->height = locvar1;
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}
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else
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{
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if (reverse)
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actor->z -= locvar1;
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actor->height += locvar1;
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}
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P_SetThingPosition(actor);
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}
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@ -7056,8 +7056,7 @@ static void P_MobjScaleThink(mobj_t *mobj)
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fixed_t oldheight = mobj->height;
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UINT8 correctionType = 0; // Don't correct Z position, just gain height
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if ((mobj->flags & MF_NOCLIPHEIGHT || (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz))
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&& mobj->type != MT_EGGMOBILE_FIRE)
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if (mobj->flags & MF_NOCLIPHEIGHT || (mobj->z > mobj->floorz && mobj->z + mobj->height < mobj->ceilingz))
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correctionType = 1; // Correct Z position by centering
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else if (mobj->eflags & MFE_VERTICALFLIP)
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correctionType = 2; // Correct Z position by moving down
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@ -7078,10 +7077,6 @@ static void P_MobjScaleThink(mobj_t *mobj)
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/// \todo Lua hook for "reached destscale"?
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switch (mobj->type)
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{
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case MT_EGGMOBILE_FIRE:
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mobj->destscale = FRACUNIT;
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mobj->scalespeed = FRACUNIT>>4;
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break;
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default:
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break;
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}
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@ -527,7 +527,7 @@ sfxinfo_t S_sfx[NUMSFX] =
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{"s3k8a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Boing"},
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{"s3k8b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Powerful hit"},
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{"s3k8c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Humming power"},
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{"s3k8d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
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{"s3k8d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "/"},
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{"s3k8e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Accelerating"},
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{"s3k8f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Opening"},
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{"s3k90", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Impact"},
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