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https://git.do.srb2.org/STJr/SRB2.git
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In-map emblem coordinates are now set via emblem mapthings (thing type 322) instead of X/Y/Z fields in SOC
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parent
8c345b87ca
commit
bc30bd06df
5 changed files with 70 additions and 82 deletions
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@ -2491,12 +2491,8 @@ static void reademblemdata(MYFILE *f, INT32 num)
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else
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emblemlocations[num-1].type = (UINT8)value;
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}
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else if (fastcmp(word, "X"))
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emblemlocations[num-1].x = (INT16)value;
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else if (fastcmp(word, "Y"))
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emblemlocations[num-1].y = (INT16)value;
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else if (fastcmp(word, "Z"))
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emblemlocations[num-1].z = (INT16)value;
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else if (fastcmp(word, "TAG"))
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emblemlocations[num-1].tag = (INT16)value;
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else if (fastcmp(word, "MAPNUM"))
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{
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// Support using the actual map name,
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@ -6033,7 +6033,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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},
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{ // MT_EMBLEM
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-1, // doomednum
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322, // doomednum
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S_EMBLEM1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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@ -6270,7 +6270,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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},
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{ // MT_EMERALDSPAWN
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323, // doomednum
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321, // doomednum
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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@ -87,9 +87,7 @@ typedef struct
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typedef struct
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{
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UINT8 type; ///< Emblem type
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INT16 x; ///< X coordinate.
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INT16 y; ///< Y coordinate.
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INT16 z; ///< Z coordinate.
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INT16 tag; ///< Tag of emblem mapthing
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INT16 level; ///< Level on which this emblem can be found.
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UINT8 sprite; ///< emblem sprite to use, 0 - 25
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UINT8 color; ///< skincolor to use
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60
src/p_mobj.c
60
src/p_mobj.c
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@ -35,6 +35,7 @@
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#include "p_slopes.h"
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#endif
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#include "f_finale.h"
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#include "m_cond.h"
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static CV_PossibleValue_t CV_BobSpeed[] = {{0, "MIN"}, {4*FRACUNIT, "MAX"}, {0, NULL}};
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consvar_t cv_movebob = {"movebob", "1.0", CV_FLOAT|CV_SAVE, CV_BobSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -10174,6 +10175,9 @@ You should think about modifying the deathmatch starts to take full advantage of
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if (i == MT_TOKEN && ((gametype != GT_COOP && gametype != GT_COMPETITION) || ultimatemode || tokenbits == 30 || tokenlist & (1 << tokenbits++)))
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return; // you already got this token, or there are too many, or the gametype's not right
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if (i == MT_EMBLEM && (netgame || multiplayer || (modifiedgame && !savemoddata))) // No cheating!!
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return;
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// Objectplace landing point
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noreturns:
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@ -10190,7 +10194,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
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else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
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z = ONFLOORZ;
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else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN)
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else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN || i == MT_EMBLEM)
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{
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if (mthing->options & MTF_OBJECTFLIP)
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{
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@ -10292,6 +10296,60 @@ You should think about modifying the deathmatch starts to take full advantage of
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#endif
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switch(mobj->type)
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{
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case MT_EMBLEM:
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{
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INT32 i;
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emblem_t *emblem = M_GetLevelEmblems(gamemap);
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while (emblem)
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{
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if ((emblem->type == ET_GLOBAL || emblem->type == ET_SKIN) && emblem->tag == mthing->angle)
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break;
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emblem = M_GetLevelEmblems(-1);
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}
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if (!emblem)
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{
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CONS_Debug(DBG_GAMELOGIC, "No map emblem for map %d with tag %d found!\n", gamemap, mthing->angle);
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break;
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}
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i = emblem - emblemlocations;
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I_Assert(emblemlocations[i].sprite >= 'A' && emblemlocations[i].sprite <= 'Z');
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P_SetMobjState(mobj, mobj->info->spawnstate + (emblemlocations[i].sprite - 'A'));
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mobj->health = i + 1;
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mobj->color = (UINT8)M_GetEmblemColor(&emblemlocations[i]);
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if (emblemlocations[i].collected
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|| (emblemlocations[i].type == ET_SKIN && emblemlocations[i].var != players[0].skin))
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{
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P_UnsetThingPosition(mobj);
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mobj->flags |= MF_NOCLIP;
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mobj->flags &= ~MF_SPECIAL;
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mobj->flags |= MF_NOBLOCKMAP;
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mobj->frame |= (tr_trans50 << FF_TRANSSHIFT);
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P_SetThingPosition(mobj);
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}
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else
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{
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mobj->frame &= ~FF_TRANSMASK;
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if (emblemlocations[i].type == ET_GLOBAL)
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{
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mobj->reactiontime = emblemlocations[i].var;
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if (emblemlocations[i].var & GE_NIGHTSITEM)
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{
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mobj->flags |= MF_NIGHTSITEM;
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mobj->flags &= ~MF_SPECIAL;
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mobj->flags2 |= MF2_DONTDRAW;
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}
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}
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}
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break;
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}
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case MT_SKYBOX:
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if (mthing->options & MTF_OBJECTSPECIAL)
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skyboxcenterpnts[mthing->extrainfo] = mobj;
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@ -961,10 +961,6 @@ void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum)
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}
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#endif
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//
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// P_LoadThings
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//
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static void P_PrepareRawThings(UINT8 *data, size_t i)
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{
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mapthing_t *mt;
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@ -1007,7 +1003,7 @@ static void P_PrepareThings(lumpnum_t lumpnum)
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Z_Free(data);
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}
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static void P_LoadThings(void)
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static void P_LoadThings(boolean loademblems)
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{
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size_t i;
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mapthing_t *mt;
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@ -1032,6 +1028,9 @@ static void P_LoadThings(void)
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|| mt->type == 1702) // MT_AXISTRANSFERLINE
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continue; // These were already spawned
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if (!loademblems && mt->type == mobjinfo[MT_EMBLEM].doomednum)
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continue;
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mt->mobj = NULL;
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P_SpawnMapThing(mt);
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}
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@ -1106,65 +1105,6 @@ static void P_LoadThings(void)
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}
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}
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static inline void P_SpawnEmblems(void)
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{
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INT32 i, color;
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mobj_t *emblemmobj;
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for (i = 0; i < numemblems; i++)
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{
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if (emblemlocations[i].level != gamemap || emblemlocations[i].type > ET_SKIN)
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continue;
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emblemmobj = P_SpawnMobj(emblemlocations[i].x<<FRACBITS, emblemlocations[i].y<<FRACBITS,
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emblemlocations[i].z<<FRACBITS, MT_EMBLEM);
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I_Assert(emblemlocations[i].sprite >= 'A' && emblemlocations[i].sprite <= 'Z');
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P_SetMobjStateNF(emblemmobj, emblemmobj->info->spawnstate + (emblemlocations[i].sprite - 'A'));
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emblemmobj->health = i+1;
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color = M_GetEmblemColor(&emblemlocations[i]);
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emblemmobj->color = (UINT8)color;
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if (emblemlocations[i].collected
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|| (emblemlocations[i].type == ET_SKIN && emblemlocations[i].var != players[0].skin))
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{
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P_UnsetThingPosition(emblemmobj);
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emblemmobj->flags |= MF_NOCLIP;
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emblemmobj->flags &= ~MF_SPECIAL;
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emblemmobj->flags |= MF_NOBLOCKMAP;
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emblemmobj->frame |= (tr_trans50<<FF_TRANSSHIFT);
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P_SetThingPosition(emblemmobj);
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}
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else
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{
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emblemmobj->frame &= ~FF_TRANSMASK;
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if (emblemlocations[i].type == ET_GLOBAL)
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{
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emblemmobj->reactiontime = emblemlocations[i].var;
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if (emblemlocations[i].var & GE_NIGHTSITEM)
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{
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emblemmobj->flags |= MF_NIGHTSITEM;
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emblemmobj->flags &= ~MF_SPECIAL;
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emblemmobj->flags2 |= MF2_DONTDRAW;
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}
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}
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}
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}
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}
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static void P_SpawnSecretItems(boolean loademblems)
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{
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// Now let's spawn those funky emblem things! Tails 12-08-2002
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if (netgame || multiplayer || (modifiedgame && !savemoddata)) // No cheating!!
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return;
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if (loademblems)
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P_SpawnEmblems();
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}
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// Experimental groovy write function!
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void P_WriteThings(lumpnum_t lumpnum)
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{
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@ -2364,13 +2304,11 @@ void P_LoadThingsOnly(void)
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}
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else // phew it's just a WAD
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P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
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P_LoadThings();
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P_LoadThings(true);
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// restore skybox viewpoint/centerpoint if necessary, set them to defaults if we can't do that
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skyboxmo[0] = skyboxviewpnts[(viewid >= 0) ? viewid : 0];
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skyboxmo[1] = skyboxcenterpnts[(centerid >= 0) ? centerid : 0];
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P_SpawnSecretItems(true);
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}
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/** Compute MD5 message digest for bytes read from memory source
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@ -2959,12 +2897,10 @@ boolean P_SetupLevel(boolean skipprecip)
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P_ResetDynamicSlopes();
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#endif
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P_LoadThings();
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P_LoadThings(loademblems);
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skyboxmo[0] = skyboxviewpnts[0];
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skyboxmo[1] = skyboxcenterpnts[0];
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P_SpawnSecretItems(loademblems);
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for (numcoopstarts = 0; numcoopstarts < MAXPLAYERS; numcoopstarts++)
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if (!playerstarts[numcoopstarts])
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break;
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