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Change hard-coded subway effect damage to generic explosive damage that can be handled by CON. Fixes subway kills not counting toward the dead monster count and allows CON scripts to handle subway damage however they like.
git-svn-id: https://svn.eduke32.com/eduke32@6225 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 6 deletions
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@ -5607,7 +5607,7 @@ static void MaybeTrainKillPlayer(const spritetype *pSprite, int setOPos)
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}
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// i: SE spritenum
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static void MaybeTrainKillEnemies(int spriteNum, int numGuts)
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static void MaybeTrainKillEnemies(int spriteNum)
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{
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int findSprite = headspritesect[sprite[OW(spriteNum)].sectnum];
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@ -5623,9 +5623,8 @@ static void MaybeTrainKillEnemies(int spriteNum, int numGuts)
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if (sectNum == sprite[spriteNum].sectnum)
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{
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A_DoGutsDir(findSprite, JIBS6, numGuts);
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A_PlaySound(SQUISHED, findSprite);
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A_DeleteSprite(findSprite);
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actor[findSprite].picnum = RADIUSEXPLOSION;
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actor[findSprite].extra = g_impactDamage << 10;
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}
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}
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@ -6049,7 +6048,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (ud.noclip == 0 && pSprite->xvel >= 192)
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MaybeTrainKillPlayer(pSprite, 1);
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MaybeTrainKillEnemies(spriteNum, 72);
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MaybeTrainKillEnemies(spriteNum);
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}
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}
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else
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@ -6190,7 +6189,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (ud.noclip == 0)
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MaybeTrainKillPlayer(pSprite, 1);
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MaybeTrainKillEnemies(spriteNum, 24);
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MaybeTrainKillEnemies(spriteNum);
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}
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}
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