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- added a new argument to GlassBreak to allow it to spawn other types of debris than GlassJunk by passing a spawn ID.
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8c30ca213d
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2 changed files with 26 additions and 13 deletions
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@ -47,7 +47,7 @@ DEFINE_SPECIAL(Ceiling_CrushRaiseAndStay, 45, 3, 4, 4)
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DEFINE_SPECIAL(Floor_CrushStop, 46, 1, 1, 1)
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DEFINE_SPECIAL(Ceiling_MoveToValue, 47, 3, 5, 5)
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DEFINE_SPECIAL(Sector_Attach3dMidtex, 48, -1, -1, 3)
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DEFINE_SPECIAL(GlassBreak, 49, 0, 1, 1)
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DEFINE_SPECIAL(GlassBreak, 49, 0, 1, 2)
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DEFINE_SPECIAL(ExtraFloor_LightOnly, 50, -1, -1, 2)
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DEFINE_SPECIAL(Sector_SetLink, 51, 4, 4, 4)
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DEFINE_SPECIAL(Scroll_Wall, 52, 5, 5, 5)
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@ -3177,7 +3177,7 @@ FUNC(LS_ClearForceField)
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}
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FUNC(LS_GlassBreak)
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// GlassBreak (bNoJunk)
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// GlassBreak (bNoJunk, junkID)
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{
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bool switched;
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bool quest1, quest2;
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@ -3197,7 +3197,6 @@ FUNC(LS_GlassBreak)
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{
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if (!arg0)
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{ // Break some glass
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AActor *glass;
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DVector2 linemid((ln->v1->fX() + ln->v2->fX()) / 2, (ln->v1->fY() + ln->v2->fY()) / 2);
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@ -3209,18 +3208,32 @@ FUNC(LS_GlassBreak)
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y += (ln->frontsector->centerspot.y - y) / 5;
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*/
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auto type = SpawnableThings.CheckKey(arg1);
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for (int i = 0; i < 7; ++i)
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{
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glass = Spawn("GlassJunk", DVector3(linemid, ONFLOORZ), ALLOW_REPLACE);
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glass->AddZ(24.);
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glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
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glass->Angles.Yaw = pr_glass() * (360 / 256.);
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glass->VelFromAngle(pr_glass() & 3);
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glass->Vel.Z = (pr_glass() & 7);
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// [RH] Let the shards stick around longer than they did in Strife.
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glass->tics += pr_glass();
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AActor *glass = nullptr;
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if (arg1 > 0)
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{
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if (type != nullptr)
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{
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glass = Spawn(*type, DVector3(linemid, ONFLOORZ), ALLOW_REPLACE);
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glass->AddZ(24.);
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}
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}
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else
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{
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glass = Spawn("GlassJunk", DVector3(linemid, ONFLOORZ), ALLOW_REPLACE);
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glass->AddZ(24.);
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glass->SetState(glass->SpawnState + (pr_glass() % glass->health));
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}
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if (glass != nullptr)
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{
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glass->Angles.Yaw = pr_glass() * (360 / 256.);
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glass->VelFromAngle(pr_glass() & 3);
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glass->Vel.Z = (pr_glass() & 7);
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// [RH] Let the shards stick around longer than they did in Strife.
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glass->tics += pr_glass();
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}
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}
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}
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if (quest1 || quest2)
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