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Add PROJECTILE_RPG_IMPACT_DAMAGE flag for projectiles, 0x00400000. This makes PROJECTILE_RPG_IMPACT function more or less how it did prior to late 2016 when an issue involving the damage was identified and fixed, and moves the damage to the new flag.
git-svn-id: https://svn.eduke32.com/eduke32@6974 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 5 additions and 3 deletions
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@ -2945,7 +2945,9 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
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{
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actor[otherSprite].owner = pSprite->owner;
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actor[otherSprite].picnum = pSprite->picnum;
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actor[otherSprite].extra += pProj->extra;
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if (pProj->workslike & PROJECTILE_RPG_IMPACT_DAMAGE)
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actor[otherSprite].extra += pProj->extra;
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A_DoProjectileEffects(spriteNum, &davect, 0);
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@ -284,6 +284,7 @@ enum pflags_t
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PROJECTILE_REALCLIPDIST = 0x00080000,
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PROJECTILE_ACCURATE = 0x00100000,
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PROJECTILE_NOSETOWNERSHADE = 0x00200000,
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PROJECTILE_RPG_IMPACT_DAMAGE = 0x00400000,
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PROJECTILE_MOVED = 0x80000000, // internal flag, do not document
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PROJECTILE_TYPE_MASK = PROJECTILE_HITSCAN | PROJECTILE_RPG | PROJECTILE_KNEE | PROJECTILE_BLOOD,
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};
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@ -971,8 +971,7 @@ static int A_ShootCustom(int const spriteNum, int const projecTile, int shootAng
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startPos->y + tabledivide32_noinline(sintable[(shootAng + 348) & 2047], pProj->offset),
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startPos->z - (1 << 8), projecTile, 0, 14, 14, shootAng, pProj->vel, zvel, spriteNum, 4);
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if (pProj->workslike & PROJECTILE_RPG_IMPACT)
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if (pProj->workslike & PROJECTILE_RPG_IMPACT_DAMAGE)
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sprite[otherSprite].extra = Proj_GetDamage(pProj);
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if (!(pProj->workslike & PROJECTILE_BOUNCESOFFWALLS))
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