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* Invert solidity flag for vertical spikes and wallspikes.
* (unrelated) Per a request by sphere, make the ambush flag stop sounds being made by the gas jet.
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2 changed files with 15 additions and 12 deletions
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@ -4110,15 +4110,18 @@ void A_SetSolidSteam(mobj_t *actor)
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#endif
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actor->flags &= ~MF_NOCLIP;
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actor->flags |= MF_SOLID;
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if (P_RandomChance(FRACUNIT/8))
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if (!(actor->flags2 & MF2_AMBUSH))
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{
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if (actor->info->deathsound)
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S_StartSound(actor, actor->info->deathsound); // Hiss!
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}
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else
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{
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if (actor->info->painsound)
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S_StartSound(actor, actor->info->painsound);
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if (P_RandomChance(FRACUNIT/8))
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{
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if (actor->info->deathsound)
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S_StartSound(actor, actor->info->deathsound); // Hiss!
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}
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else
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{
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if (actor->info->painsound)
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S_StartSound(actor, actor->info->painsound);
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}
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}
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P_SetObjectMomZ (actor, 1, true);
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@ -10120,8 +10120,8 @@ ML_NOCLIMB : Direction not controllable
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mobj->flags &= ~MF_SCENERY;
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mobj->fuse = mthing->angle + mobj->info->speed;
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}
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// Use per-thing collision for spikes if the deaf flag is checked.
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if (mthing->options & MTF_AMBUSH && !metalrecording)
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// Use per-thing collision for spikes if the deaf flag isn't checked.
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if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
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{
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P_UnsetThingPosition(mobj);
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mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT);
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@ -10137,8 +10137,8 @@ ML_NOCLIMB : Direction not controllable
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mobj->flags &= ~MF_SCENERY;
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mobj->fuse = mobj->info->speed;
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}
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// Use per-thing collision for spikes if the deaf flag is checked.
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if (mthing->options & MTF_AMBUSH && !metalrecording)
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// Use per-thing collision for spikes if the deaf flag isn't checked.
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if (!(mthing->options & MTF_AMBUSH) && !metalrecording)
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{
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P_UnsetThingPosition(mobj);
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mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOCLIPHEIGHT);
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