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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'spritestuff2-archiving-fix' into 'next'
Fix archived mobjs having no default blend mode and sprite scales See merge request STJr/SRB2!1300
This commit is contained in:
commit
c97056f9ce
3 changed files with 60 additions and 77 deletions
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@ -279,6 +279,7 @@ mobjtype_t P_GetMobjtype(UINT16 mthingtype);
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void P_RespawnSpecials(void);
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mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
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void P_SetMobjSpawnDefaults(mobj_t *mobj);
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void P_RecalcPrecipInSector(sector_t *sector);
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void P_PrecipitationEffects(void);
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90
src/p_mobj.c
90
src/p_mobj.c
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@ -10440,52 +10440,12 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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mobj->x = x;
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mobj->y = y;
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mobj->radius = info->radius;
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mobj->height = info->height;
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mobj->flags = info->flags;
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mobj->health = (info->spawnhealth ? info->spawnhealth : 1);
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mobj->reactiontime = info->reactiontime;
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mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
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// do not set the state with P_SetMobjState,
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// because action routines can not be called yet
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st = &states[info->spawnstate];
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mobj->state = st;
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
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P_SetupStateAnimation(mobj, st);
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mobj->friction = ORIG_FRICTION;
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mobj->movefactor = FRACUNIT;
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// All mobjs are created at 100% scale.
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mobj->scale = FRACUNIT;
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mobj->destscale = mobj->scale;
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mobj->scalespeed = FRACUNIT/12;
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// TODO: Make this a special map header
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if ((maptol & TOL_ERZ3) && !(mobj->type == MT_BLACKEGGMAN))
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mobj->destscale = FRACUNIT/2;
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// Sprite rendering
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mobj->blendmode = AST_TRANSLUCENT;
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mobj->spritexscale = mobj->spriteyscale = mobj->scale;
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mobj->spritexoffset = mobj->spriteyoffset = 0;
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mobj->floorspriteslope = NULL;
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P_SetMobjSpawnDefaults(mobj);
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// set subsector and/or block links
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P_SetThingPosition(mobj);
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I_Assert(mobj->subsector != NULL);
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// Make sure scale matches destscale immediately when spawned
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P_SetScale(mobj, mobj->destscale);
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mobj->floorz = P_GetSectorFloorZAt (mobj->subsector->sector, x, y);
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mobj->ceilingz = P_GetSectorCeilingZAt(mobj->subsector->sector, x, y);
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@ -10787,6 +10747,8 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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mobj->frame &= ~FF_FRAMEMASK;
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}
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st = &states[info->spawnstate];
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// Call action functions when the state is set
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if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC))
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{
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@ -10817,6 +10779,52 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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return mobj;
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}
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void P_SetMobjSpawnDefaults(mobj_t *mobj)
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{
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const mobjinfo_t *info = mobj->info;
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state_t *st = &states[info->spawnstate];
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mobj->radius = info->radius;
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mobj->height = info->height;
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mobj->flags = info->flags;
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mobj->health = (info->spawnhealth ? info->spawnhealth : 1);
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mobj->reactiontime = info->reactiontime;
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mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
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// do not set the state with P_SetMobjState,
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// because action routines can not be called yet
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mobj->state = st;
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
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P_SetupStateAnimation(mobj, st);
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mobj->friction = ORIG_FRICTION;
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mobj->movefactor = FRACUNIT;
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// All mobjs are created at 100% scale.
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mobj->scale = FRACUNIT;
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mobj->destscale = mobj->scale;
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mobj->scalespeed = FRACUNIT/12;
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// TODO: Make this a special map header
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if ((maptol & TOL_ERZ3) && !(mobj->type == MT_BLACKEGGMAN))
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mobj->destscale = FRACUNIT/2;
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// Make sure scale matches destscale immediately when spawned
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P_SetScale(mobj, mobj->destscale);
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// Sprite rendering
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mobj->blendmode = AST_TRANSLUCENT;
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mobj->spritexscale = mobj->spriteyscale = FRACUNIT;
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mobj->spritexoffset = mobj->spriteyoffset = 0;
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mobj->floorspriteslope = NULL;
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}
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static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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{
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state_t *st;
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@ -1506,7 +1506,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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{
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const mobj_t *mobj = (const mobj_t *)th;
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UINT32 diff;
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UINT16 diff2;
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UINT32 diff2;
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// Ignore stationary hoops - these will be respawned from mapthings.
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if (mobj->type == MT_HOOP)
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@ -1638,7 +1638,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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diff2 |= MD2_SHADOWSCALE;
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if (mobj->renderflags)
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diff2 |= MD2_RENDERFLAGS;
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if (mobj->renderflags)
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if (mobj->blendmode != AST_TRANSLUCENT)
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diff2 |= MD2_BLENDMODE;
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if (mobj->spritexscale != FRACUNIT)
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diff2 |= MD2_SPRITEXSCALE;
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@ -1646,6 +1646,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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diff2 |= MD2_SPRITEYSCALE;
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if (mobj->spritexoffset)
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diff2 |= MD2_SPRITEXOFFSET;
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if (mobj->spriteyoffset)
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diff2 |= MD2_SPRITEYOFFSET;
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if (mobj->floorspriteslope)
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{
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pslope_t *slope = mobj->floorspriteslope;
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@ -1667,7 +1669,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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WRITEUINT8(save_p, type);
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WRITEUINT32(save_p, diff);
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if (diff & MD_MORE)
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WRITEUINT16(save_p, diff2);
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WRITEUINT32(save_p, diff2);
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// save pointer, at load time we will search this pointer to reinitilize pointers
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WRITEUINT32(save_p, (size_t)mobj);
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@ -2615,14 +2617,14 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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thinker_t *next;
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mobj_t *mobj;
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UINT32 diff;
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UINT16 diff2;
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UINT32 diff2;
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INT32 i;
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fixed_t z, floorz, ceilingz;
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ffloor_t *floorrover = NULL, *ceilingrover = NULL;
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diff = READUINT32(save_p);
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if (diff & MD_MORE)
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diff2 = READUINT16(save_p);
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diff2 = READUINT32(save_p);
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else
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diff2 = 0;
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@ -2690,7 +2692,10 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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}
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mobj->type = i;
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}
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mobj->info = &mobjinfo[mobj->type];
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P_SetMobjSpawnDefaults(mobj);
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if (diff & MD_POS)
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{
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mobj->x = READFIXED(save_p);
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@ -2716,35 +2721,21 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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if (diff & MD_RADIUS)
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mobj->radius = READFIXED(save_p);
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else
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mobj->radius = mobj->info->radius;
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if (diff & MD_HEIGHT)
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mobj->height = READFIXED(save_p);
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else
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mobj->height = mobj->info->height;
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if (diff & MD_FLAGS)
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mobj->flags = READUINT32(save_p);
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else
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mobj->flags = mobj->info->flags;
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if (diff & MD_FLAGS2)
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mobj->flags2 = READUINT32(save_p);
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if (diff & MD_HEALTH)
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mobj->health = READINT32(save_p);
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else
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mobj->health = mobj->info->spawnhealth;
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if (diff & MD_RTIME)
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mobj->reactiontime = READINT32(save_p);
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else
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mobj->reactiontime = mobj->info->reactiontime;
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if (diff & MD_STATE)
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mobj->state = &states[READUINT16(save_p)];
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else
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mobj->state = &states[mobj->info->spawnstate];
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if (diff & MD_TICS)
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mobj->tics = READINT32(save_p);
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else
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mobj->tics = mobj->state->tics;
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if (diff & MD_SPRITE) {
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mobj->sprite = READUINT16(save_p);
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if (mobj->sprite == SPR_PLAY)
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@ -2760,11 +2751,6 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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mobj->frame = READUINT32(save_p);
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mobj->anim_duration = READUINT16(save_p);
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}
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else
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{
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mobj->frame = mobj->state->frame;
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mobj->anim_duration = (UINT16)mobj->state->var2;
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}
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if (diff & MD_EFLAGS)
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mobj->eflags = READUINT16(save_p);
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if (diff & MD_PLAYER)
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@ -2781,20 +2767,14 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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mobj->threshold = READINT32(save_p);
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if (diff & MD_LASTLOOK)
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mobj->lastlook = READINT32(save_p);
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else
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mobj->lastlook = -1;
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if (diff & MD_TARGET)
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mobj->target = (mobj_t *)(size_t)READUINT32(save_p);
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if (diff & MD_TRACER)
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mobj->tracer = (mobj_t *)(size_t)READUINT32(save_p);
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if (diff & MD_FRICTION)
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mobj->friction = READFIXED(save_p);
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else
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mobj->friction = ORIG_FRICTION;
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if (diff & MD_MOVEFACTOR)
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mobj->movefactor = READFIXED(save_p);
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else
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mobj->movefactor = FRACUNIT;
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if (diff & MD_FUSE)
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mobj->fuse = READINT32(save_p);
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if (diff & MD_WATERTOP)
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@ -2803,16 +2783,10 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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mobj->waterbottom = READFIXED(save_p);
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if (diff & MD_SCALE)
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mobj->scale = READFIXED(save_p);
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else
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mobj->scale = FRACUNIT;
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if (diff & MD_DSCALE)
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mobj->destscale = READFIXED(save_p);
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else
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mobj->destscale = mobj->scale;
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if (diff2 & MD2_SCALESPEED)
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mobj->scalespeed = READFIXED(save_p);
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else
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mobj->scalespeed = FRACUNIT/12;
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if (diff2 & MD2_CUSVAL)
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mobj->cusval = READINT32(save_p);
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if (diff2 & MD2_CVMEM)
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