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Game: don't spawn FRAMEEFFECT1 for BOUNCEMINE.
There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/ git-svn-id: https://svn.eduke32.com/eduke32@5316 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 6 additions and 5 deletions
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@ -4497,7 +4497,7 @@ ACTOR_STATIC void G_MoveActors(void)
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goto BOLT;
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}
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case BOUNCEMINE__STATIC:
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// case BOUNCEMINE__STATIC:
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case MORTER__STATIC:
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j = A_Spawn(i,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13));
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actor[j].t_data[0] = 3;
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@ -143,6 +143,7 @@ typedef struct {
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int16_t picnum,ang,extra,owner; //8b
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int16_t movflag,tempang,timetosleep; //6b
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// NOTE: 'dispicnum' is updated locally, not in sync with the game!
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int16_t actorstayput, dispicnum;
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#if !defined LUNATIC
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// NOTE: shootzvel is not used any more.
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@ -8094,11 +8094,11 @@ skip:
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}
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actor[i].dispicnum = t->picnum;
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#if 0
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// why?
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/*
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if (sector[t->sectnum].floorpicnum == MIRROR)
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t->xrepeat = t->yrepeat = 0;
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*/
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if (sector[t->sectnum].floorpicnum == MIRROR)
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t->xrepeat = t->yrepeat = 0;
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#endif
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}
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if (VM_HaveEvent(EVENT_ANIMATESPRITES))
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