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6 changed files with 20 additions and 20 deletions
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@ -406,7 +406,7 @@ light_t *t_lspr[NUMSPRITES] =
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&lspr[NOLIGHT], // SPR_HHPL
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&lspr[NOLIGHT], // SPR_SHRM
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&lspr[NOLIGHT], // SPR_HHZM
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// Azure Temple Scenery
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&lspr[NOLIGHT], // SPR_BGAR
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&lspr[NOLIGHT], // SPR_RCRY
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@ -556,7 +556,7 @@ typedef enum sprite
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SPR_HHPL, // Dr Seuss Trees
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SPR_SHRM, // Mushroom
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SPR_HHZM, // Misc
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// Azure Temple Scenery
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SPR_BGAR, // ATZ Gargoyles
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SPR_RCRY, // ATZ Red Crystal (Target)
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@ -2459,7 +2459,7 @@ void T_RaiseSector(levelspecthink_t *raise)
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break;
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}
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}
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if (raise->vars[9]) // Dynamically Sinking Platform^tm
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{
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#define shaketime 10
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@ -1040,7 +1040,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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{
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if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
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return true;
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if (thing == tmthing->tracer) // don't collide with rider
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return true;
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@ -1054,7 +1054,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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P_KillMobj(thing, tmthing, tmthing->tracer, 0);
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return true;
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}
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if (thing->type == tmthing->type // bounce against other rollout rocks
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&& (tmthing->momx || tmthing->momy || thing->momx || thing->momy))
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{
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@ -6068,7 +6068,7 @@ static void P_AddAirbob(sector_t *sec, line_t *sourceline, boolean noadjust, boo
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airbob->vars[5] = sec->ceilingheight;
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airbob->vars[4] = airbob->vars[5]
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- (sec->ceilingheight - sec->floorheight);
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airbob->vars[9] = dynamic ? 1 : 0;
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airbob->sourceline = sourceline;
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28
src/p_user.c
28
src/p_user.c
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@ -1096,7 +1096,7 @@ boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
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// Spinning.
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if (player->pflags & PF_SPINNING)
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return true;
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if (player->dashmode >= DASHMODE_THRESHOLD && (player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE))
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return true;
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@ -7820,7 +7820,7 @@ static void P_MovePlayer(player_t *player)
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if (!(player->powers[pw_nocontrol] & (1<<15)))
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player->pflags |= PF_JUMPSTASIS;
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}
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if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
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{
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player->pflags |= PF_STASIS;
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@ -10978,19 +10978,19 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
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tic_t dashmode = player->dashmode;
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boolean underwater = mo->eflags & MFE_UNDERWATER;
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statenum_t stat = fume->state-states;
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if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state
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{
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if (stat != fume->info->spawnstate)
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P_SetMobjState(fume, fume->info->spawnstate);
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return;
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}
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if (underwater) // No fume underwater; spawn bubbles instead!
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{
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fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale));
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fume->movefactor += player->speed;
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if (fume->movefactor > FixedDiv(2 * player->normalspeed, 3 * mo->scale))
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{
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INT16 i;
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@ -11000,7 +11000,7 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
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fixed_t factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo->scale);
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fixed_t factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo->scale);
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fixed_t offsetH, offsetV, x, y, z;
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for (i = -1; i < 2; i += 2)
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{
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offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV);
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@ -11010,10 +11010,10 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
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z = mo->z + (mo->height >> 1) + offsetV;
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P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)->scale = mo->scale >> 1;
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}
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fume->movefactor = 0;
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}
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if (panim == PA_WALK)
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{
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if (stat != fume->info->spawnstate)
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@ -11021,13 +11021,13 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
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return;
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}
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}
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if (stat == fume->info->spawnstate) // If currently inivisble, activate!
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{
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P_SetMobjState(fume, (stat = fume->info->seestate));
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P_SetScale(fume, mo->scale);
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}
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if (dashmode > DASHMODE_THRESHOLD && stat != fume->info->seestate) // If in dashmode, grow really big and flash
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{
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fume->destscale = mo->scale;
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@ -11044,19 +11044,19 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
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fume->flags2 = (fume->flags2 & ~MF2_DONTDRAW) | (mo->flags2 & MF2_DONTDRAW);
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fume->destscale = (mo->scale + FixedDiv(player->speed, player->normalspeed)) / (underwater ? 6 : 3);
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fume->color = FUME_SKINCOLORS[(dashmode * sizeof(FUME_SKINCOLORS)) / (DASHMODE_MAX + 1)];
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if (underwater)
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{
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fume->frame = (fume->frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10);
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}
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}
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fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it
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fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity!
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// Finally, set its position
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dist = -mo->radius - FixedMul(fume->info->radius, fume->destscale - mo->scale/3);
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P_UnsetThingPosition(fume);
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fume->x = mo->x + P_ReturnThrustX(fume, angle, dist);
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fume->y = mo->y + P_ReturnThrustY(fume, angle, dist);
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