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Reset rollangle on TNT explosion
This is the where the extreme lag when TNT Barrels explode came from. Probably because the sprites are big and there's four of 'em! It shouldn't matter that these aren't rotated--they're pretty round.
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2 changed files with 8 additions and 6 deletions
13
src/info.c
13
src/info.c
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@ -2343,12 +2343,13 @@ state_t states[NUMSTATES] =
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// TNT barrel
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{SPR_BARR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_TNTBARREL_STND1
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{SPR_BARX, 0|FF_FULLBRIGHT, 3, {A_SetObjectFlags}, MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP, 0, S_TNTBARREL_EXPL2}, // S_TNTBARREL_EXPL1
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{SPR_BARX, 1|FF_FULLBRIGHT, 2, {A_TNTExplode}, MT_TNTDUST, 0, S_TNTBARREL_EXPL3}, // S_TNTBARREL_EXPL2
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{SPR_BARX, 1|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_TNTBARREL_EXPL4}, // S_TNTBARREL_EXPL3
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{SPR_BARX, 2|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_TNTBARREL_EXPL5}, // S_TNTBARREL_EXPL4
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{SPR_BARX, 3|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_TNTBARREL_EXPL6}, // S_TNTBARREL_EXPL5
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{SPR_NULL, 0, 35, {NULL}, 0, 0, S_NULL}, // S_TNTBARREL_EXPL6
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{SPR_BARX, 0, 0, {A_RollAngle}, 0, 1, S_TNTBARREL_EXPL2}, // S_TNTBARREL_EXPL1
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{SPR_BARX, 0|FF_FULLBRIGHT, 3, {A_SetObjectFlags}, MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP, 0, S_TNTBARREL_EXPL3}, // S_TNTBARREL_EXPL2
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{SPR_BARX, 1|FF_FULLBRIGHT, 2, {A_TNTExplode}, MT_TNTDUST, 0, S_TNTBARREL_EXPL4}, // S_TNTBARREL_EXPL3
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{SPR_BARX, 1|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_TNTBARREL_EXPL5}, // S_TNTBARREL_EXPL4
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{SPR_BARX, 2|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_TNTBARREL_EXPL6}, // S_TNTBARREL_EXPL5
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{SPR_BARX, 3|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_TNTBARREL_EXPL7}, // S_TNTBARREL_EXPL6
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{SPR_NULL, 0, 35, {NULL}, 0, 0, S_NULL}, // S_TNTBARREL_EXPL7
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#ifndef ROTSPRITE
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{SPR_BARR, 1|FF_ANIMATE, -1, {NULL}, 7, 2, S_NULL}, // S_TNTBARREL_FLYING
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#else
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@ -2503,6 +2503,7 @@ typedef enum state
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S_TNTBARREL_EXPL4,
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S_TNTBARREL_EXPL5,
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S_TNTBARREL_EXPL6,
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S_TNTBARREL_EXPL7,
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S_TNTBARREL_FLYING,
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// TNT proximity shell
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