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Fix segfault when calling P_RemoveMobj from MobjCollide hook
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parent
d7a84b967c
commit
ecf0c4b45a
1 changed files with 122 additions and 118 deletions
240
src/p_map.c
240
src/p_map.c
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@ -4005,131 +4005,135 @@ void P_BounceMove(mobj_t *mo)
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slidemo = mo;
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hitcount = 0;
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retry:
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if (++hitcount == 3)
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goto bounceback; // don't loop forever
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do
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{
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if (++hitcount == 3)
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goto bounceback; // don't loop forever
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if (mo->player)
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{
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mmomx = mo->player->rmomx;
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mmomy = mo->player->rmomy;
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}
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else
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{
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mmomx = mo->momx;
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mmomy = mo->momy;
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}
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// trace along the three leading corners
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if (mo->momx > 0)
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{
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leadx = mo->x + mo->radius;
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trailx = mo->x - mo->radius;
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}
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else
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{
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leadx = mo->x - mo->radius;
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trailx = mo->x + mo->radius;
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}
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if (mo->momy > 0)
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{
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leady = mo->y + mo->radius;
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traily = mo->y - mo->radius;
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}
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else
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{
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leady = mo->y - mo->radius;
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traily = mo->y + mo->radius;
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}
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bestslidefrac = FRACUNIT + 1;
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P_PathTraverse(leadx, leady, leadx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse);
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P_PathTraverse(trailx, leady, trailx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse);
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P_PathTraverse(leadx, traily, leadx + mmomx, traily + mmomy, PT_ADDLINES, PTR_SlideTraverse);
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// move up to the wall
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if (bestslidefrac == FRACUNIT + 1)
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{
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// the move must have hit the middle, so bounce straight back
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bounceback:
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if (P_TryMove(mo, mo->x - mmomx, mo->y - mmomy, true))
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if (mo->player)
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{
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mo->momx *= -1;
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mo->momy *= -1;
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mo->momx = FixedMul(mo->momx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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mo->momy = FixedMul(mo->momy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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mmomx = mo->player->rmomx;
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mmomy = mo->player->rmomy;
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}
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else
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{
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mmomx = mo->momx;
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mmomy = mo->momy;
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}
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if (mo->player)
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// trace along the three leading corners
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if (mo->momx > 0)
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{
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leadx = mo->x + mo->radius;
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trailx = mo->x - mo->radius;
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}
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else
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{
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leadx = mo->x - mo->radius;
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trailx = mo->x + mo->radius;
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}
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if (mo->momy > 0)
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{
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leady = mo->y + mo->radius;
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traily = mo->y - mo->radius;
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}
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else
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{
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leady = mo->y - mo->radius;
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traily = mo->y + mo->radius;
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}
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bestslidefrac = FRACUNIT + 1;
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P_PathTraverse(leadx, leady, leadx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse);
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P_PathTraverse(trailx, leady, trailx + mmomx, leady + mmomy, PT_ADDLINES, PTR_SlideTraverse);
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P_PathTraverse(leadx, traily, leadx + mmomx, traily + mmomy, PT_ADDLINES, PTR_SlideTraverse);
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// move up to the wall
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if (bestslidefrac == FRACUNIT + 1)
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{
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// the move must have hit the middle, so bounce straight back
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bounceback:
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if (P_TryMove(mo, mo->x - mmomx, mo->y - mmomy, true))
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{
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mo->player->cmomx *= -1;
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mo->player->cmomy *= -1;
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mo->player->cmomx = FixedMul(mo->player->cmomx,
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(FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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mo->player->cmomy = FixedMul(mo->player->cmomy,
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(FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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mo->momx *= -1;
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mo->momy *= -1;
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mo->momx = FixedMul(mo->momx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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mo->momy = FixedMul(mo->momy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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if (mo->player)
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{
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mo->player->cmomx *= -1;
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mo->player->cmomy *= -1;
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mo->player->cmomx = FixedMul(mo->player->cmomx,
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(FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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mo->player->cmomy = FixedMul(mo->player->cmomy,
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(FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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}
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}
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return;
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}
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// fudge a bit to make sure it doesn't hit
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bestslidefrac -= 0x800;
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if (bestslidefrac > 0)
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{
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newx = FixedMul(mmomx, bestslidefrac);
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newy = FixedMul(mmomy, bestslidefrac);
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if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true))
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{
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if (P_MobjWasRemoved(mo))
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return;
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goto bounceback;
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}
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}
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return;
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// Now continue along the wall.
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// First calculate remainder.
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bestslidefrac = FRACUNIT - bestslidefrac;
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if (bestslidefrac > FRACUNIT)
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bestslidefrac = FRACUNIT;
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if (bestslidefrac <= 0)
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return;
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if (mo->type == MT_SHELL)
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{
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tmxmove = mmomx;
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tmymove = mmomy;
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}
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else if (mo->type == MT_THROWNBOUNCE)
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{
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tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
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tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
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}
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else if (mo->type == MT_THROWNGRENADE || mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE)
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{
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// Quickly decay speed as it bounces
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tmxmove = FixedDiv(mmomx, 2*FRACUNIT);
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tmymove = FixedDiv(mmomy, 2*FRACUNIT);
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}
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else
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{
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tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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}
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P_HitBounceLine(bestslideline); // clip the moves
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mo->momx = tmxmove;
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mo->momy = tmymove;
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if (mo->player)
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{
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mo->player->cmomx = tmxmove;
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mo->player->cmomy = tmymove;
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}
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}
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// fudge a bit to make sure it doesn't hit
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bestslidefrac -= 0x800;
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if (bestslidefrac > 0)
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{
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newx = FixedMul(mmomx, bestslidefrac);
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newy = FixedMul(mmomy, bestslidefrac);
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if (!P_TryMove(mo, mo->x + newx, mo->y + newy, true))
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goto bounceback;
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}
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// Now continue along the wall.
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// First calculate remainder.
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bestslidefrac = FRACUNIT - bestslidefrac;
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if (bestslidefrac > FRACUNIT)
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bestslidefrac = FRACUNIT;
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if (bestslidefrac <= 0)
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return;
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if (mo->type == MT_SHELL)
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{
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tmxmove = mmomx;
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tmymove = mmomy;
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}
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else if (mo->type == MT_THROWNBOUNCE)
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{
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tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
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tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>6) - (FRACUNIT>>5)));
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}
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else if (mo->type == MT_THROWNGRENADE || mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE)
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{
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// Quickly decay speed as it bounces
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tmxmove = FixedDiv(mmomx, 2*FRACUNIT);
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tmymove = FixedDiv(mmomy, 2*FRACUNIT);
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}
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else
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{
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tmxmove = FixedMul(mmomx, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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tmymove = FixedMul(mmomy, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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}
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P_HitBounceLine(bestslideline); // clip the moves
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mo->momx = tmxmove;
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mo->momy = tmymove;
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if (mo->player)
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{
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mo->player->cmomx = tmxmove;
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mo->player->cmomy = tmymove;
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}
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if (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true))
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goto retry;
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while (!P_TryMove(mo, mo->x + tmxmove, mo->y + tmymove, true) && !P_MobjWasRemoved(mo));
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}
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//
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