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Hardcoded A_Boss5CheckOnGround
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3 changed files with 35 additions and 0 deletions
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@ -2226,6 +2226,7 @@ static actionpointer_t actionpointers[] =
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{{A_CryingToMomma}, "A_CRYINGTOMOMMA"},
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{{A_CheckFlags2}, "A_CHECKFLAGS2"},
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{{A_DoNPCPain}, "A_DONPCPAIN"},
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{{A_Boss5CheckOnGround}, "A_BOSS5CHECKONGROUND"},
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{{NULL}, "NONE"},
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@ -240,6 +240,7 @@ void A_ParentTriesToSleep();
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void A_CryingToMomma();
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void A_CheckFlags2();
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void A_DoNPCPain();
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void A_Boss5CheckOnGround();
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 256
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@ -267,6 +267,7 @@ void A_ParentTriesToSleep(mobj_t *actor);
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void A_CryingToMomma(mobj_t *actor);
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void A_CheckFlags2(mobj_t *actor);
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void A_DoNPCPain(mobj_t *actor);
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void A_Boss5CheckOnGround(mobj_t *actor);
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//for p_enemy.c
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//
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@ -11910,3 +11911,35 @@ void A_DoNPCPain(mobj_t *actor)
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P_SetObjectMomZ(actor, vspeed, false);
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P_InstaThrust(actor, actor->angle, -hspeed);
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}
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// Function: A_Boss5CheckOnGround
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//
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// Description: Ground checker.
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//
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// var1 = state to change to upon hitting ground.
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// var2 = state to change to upon hitting ground if health == pinchhealth, assuming it exists
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//
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void A_Boss5CheckOnGround(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_Boss5CheckOnGround", actor))
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return;
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#endif
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if ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)
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|| (actor->eflags & MFE_VERTICALFLIP && actor->z + actor->height >= actor->ceilingz))
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{
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if (locvar2 && (!actor->health || (actor->health == actor->info->damage && !(actor->flags2 & MF2_STRONGBOX))))
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P_SetMobjState(actor, locvar2);
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else
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P_SetMobjState(actor, locvar1);
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}
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if (actor->tracer && P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y) < 2*actor->radius)
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{
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actor->momx = (4*actor->momx)/5;
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actor->momy = (4*actor->momy)/5;
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}
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}
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