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- Always spawn RocketSmokeTrail and GrenadeSmokeTrail actors, and make them invisible for players
who don't want to see them. This is needed for multiplayer sync between players with different settings for cl_rockettrails. SVN r4206 (trunk)
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commit
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1 changed files with 23 additions and 24 deletions
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@ -3054,37 +3054,36 @@ void AActor::Tick ()
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}
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if (cl_rockettrails & 2)
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if (effects & FX_ROCKET)
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{
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if (effects & FX_ROCKET)
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if (++smokecounter == 4)
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{
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if (++smokecounter==4)
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// add some smoke behind the rocket
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smokecounter = 0;
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AActor *th = Spawn("RocketSmokeTrail", x-velx, y-vely, z-velz, ALLOW_REPLACE);
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if (th)
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{
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// add some smoke behind the rocket
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smokecounter = 0;
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AActor * th = Spawn("RocketSmokeTrail", x-velx, y-vely, z-velz, ALLOW_REPLACE);
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if (th)
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{
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th->tics -= pr_rockettrail()&3;
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if (th->tics < 1) th->tics = 1;
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}
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th->tics -= pr_rockettrail()&3;
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if (th->tics < 1) th->tics = 1;
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if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
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}
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}
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else if (effects & FX_GRENADE)
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}
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else if (effects & FX_GRENADE)
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{
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if (++smokecounter == 8)
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{
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if (++smokecounter==8)
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smokecounter = 0;
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angle_t moveangle = R_PointToAngle2(0,0,velx,vely);
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AActor * th = Spawn("GrenadeSmokeTrail",
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x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
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y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
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z - (height>>3) * (velz>>16) + (2*height)/3, ALLOW_REPLACE);
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if (th)
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{
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smokecounter = 0;
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angle_t moveangle = R_PointToAngle2(0,0,velx,vely);
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AActor * th = Spawn("GrenadeSmokeTrail",
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x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
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y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], radius*2) + (pr_rockettrail()<<10),
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z - (height>>3) * (velz>>16) + (2*height)/3, ALLOW_REPLACE);
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if (th)
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{
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th->tics -= pr_rockettrail()&3;
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if (th->tics < 1) th->tics = 1;
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}
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th->tics -= pr_rockettrail()&3;
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if (th->tics < 1) th->tics = 1;
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if (!(cl_rockettrails & 2)) th->renderflags |= RF_INVISIBLE;
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}
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}
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}
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