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Add exec to GoldMonitorPop; transfer Angle tag to mobj->lastlook for Lua compat
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b7c6661c76
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2 changed files with 17 additions and 2 deletions
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@ -3327,8 +3327,8 @@ void A_MonitorPop(mobj_t *actor)
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// Run a linedef executor immediately upon popping
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// You may want to delay your effects by 18 tics to sync with the reward giving
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if (actor->spawnpoint && (actor->spawnpoint->options & MTF_EXTRA) && (actor->spawnpoint->angle & 16384))
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P_LinedefExecute((actor->spawnpoint->angle & 16383), actor->target, NULL);
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if (actor->spawnpoint && actor->lastlook)
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P_LinedefExecute(actor->lastlook, actor->target, NULL);
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}
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// Function: A_GoldMonitorPop
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@ -3412,6 +3412,11 @@ void A_GoldMonitorPop(mobj_t *actor)
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newmobj->sprite = SPR_TV1P;
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}
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}
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// Run a linedef executor immediately upon popping
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// You may want to delay your effects by 18 tics to sync with the reward giving
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if (actor->spawnpoint && actor->lastlook)
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P_LinedefExecute(actor->lastlook, actor->target, NULL);
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}
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// Function: A_GoldMonitorRestore
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -10894,6 +10894,16 @@ ML_EFFECT4 : Don't clip inside the ground
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mobj->flags2 |= MF2_OBJECTFLIP;
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}
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// Extra functionality
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if (mthing->options & MTF_EXTRA)
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{
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if (mobj->flags & MF_MONITOR && (mthing->angle & 16384))
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{
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// Store line exec tag to run upon popping
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mobj->lastlook = (mthing->angle & 16383);
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}
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}
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// Final set of not being able to draw nightsitems.
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if (mobj->flags & MF_NIGHTSITEM)
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mobj->flags2 |= MF2_DONTDRAW;
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