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- Extended MF3_SKYEXPLODE to apply to horizon walls as well.
SVN r2034 (trunk)
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parent
bdd1203aca
commit
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2 changed files with 21 additions and 16 deletions
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@ -1,3 +1,6 @@
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December 19, 2009
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- Extended MF3_SKYEXPLODE to apply to horizon walls as well.
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December 19, 2009 (Changes by Graf Zahl)
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- Fixed: It was not possible to set the ammo type of a weapon explicitly to
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'none'.
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@ -1190,7 +1190,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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return;
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}
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if (line != NULL && line->special == Line_Horizon)
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if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE))
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{
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// [RH] Don't explode missiles on horizon lines.
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mo->Destroy ();
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@ -1901,22 +1901,24 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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}
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explode:
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// explode a missile
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y) && //killough
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!(mo->flags3 & MF3_SKYEXPLODE))
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if (!(mo->flags3 & MF3_SKYEXPLODE))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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mo->Destroy ();
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return oldfloorz;
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}
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// [RH] Don't explode on horizon lines.
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if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
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{
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mo->Destroy ();
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return oldfloorz;
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y))
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{
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// Hack to prevent missiles exploding against the sky.
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// Does not handle sky floors.
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mo->Destroy ();
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return oldfloorz;
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}
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// [RH] Don't explode on horizon lines.
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if (mo->BlockingLine != NULL && mo->BlockingLine->special == Line_Horizon)
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{
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mo->Destroy ();
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return oldfloorz;
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}
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}
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P_ExplodeMissile (mo, mo->BlockingLine, BlockingMobj);
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return oldfloorz;
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