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- Fixed: MIRRORREFLECT was broken after my last patch to fix the always 0 angle issue. Also simplified the speed change -- it's the same thing without having to recalculate the angle into it.
- Also ensure that the check for AIMREFLECT happens no matter what.
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1 changed files with 27 additions and 15 deletions
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@ -1968,8 +1968,6 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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// Don't change the angle if there's THRUREFLECT on the monster.
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// Don't change the angle if there's THRUREFLECT on the monster.
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if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
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if (!(BlockingMobj->flags7 & MF7_THRUREFLECT))
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{
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{
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//int dir;
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//angle_t delta;
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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angle = R_PointToAngle2(BlockingMobj->x, BlockingMobj->y, mo->x, mo->y);
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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bool dontReflect = (mo->AdjustReflectionAngle(BlockingMobj, angle));
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// Change angle for deflection/reflection
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// Change angle for deflection/reflection
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@ -1996,7 +1994,15 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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}
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}
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else
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else
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{
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{
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if (BlockingMobj->flags7 & MF7_MIRRORREFLECT && (tg || blockingtg))
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{
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mo->angle += ANGLE_180;
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mo->velx = -mo->velx / 2;
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mo->vely = -mo->vely / 2;
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mo->velz = -mo->velz / 2;
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}
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else
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{
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mo->angle = angle;
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mo->angle = angle;
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angle >>= ANGLETOFINESHIFT;
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angle >>= ANGLETOFINESHIFT;
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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mo->velx = FixedMul(mo->Speed >> 1, finecosine[angle]);
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@ -2004,6 +2010,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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mo->velz = -mo->velz / 2;
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mo->velz = -mo->velz / 2;
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}
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}
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}
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}
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}
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else
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else
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{
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{
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goto explode;
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goto explode;
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@ -2932,11 +2939,8 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
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{
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{
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if (flags2 & MF2_DONTREFLECT) return true;
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if (flags2 & MF2_DONTREFLECT) return true;
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if (thing->flags7 & MF7_THRUREFLECT) return false;
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if (thing->flags7 & MF7_THRUREFLECT) return false;
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if (thing->flags7 & MF7_MIRRORREFLECT)
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angle += ANGLE_180;
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// Change angle for reflection
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// Change angle for reflection
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else if (thing->flags4&MF4_SHIELDREFLECT)
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if (thing->flags4&MF4_SHIELDREFLECT)
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{
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{
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// Shield reflection (from the Centaur
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// Shield reflection (from the Centaur
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if (abs (angle - thing->angle)>>24 > 45)
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if (abs (angle - thing->angle)>>24 > 45)
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@ -2959,15 +2963,23 @@ bool AActor::AdjustReflectionAngle (AActor *thing, angle_t &angle)
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else
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else
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angle -= ANG45;
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angle -= ANG45;
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}
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}
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else if (thing->flags7 & MF7_AIMREFLECT)
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else
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{
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angle += ANGLE_1 * ((pr_reflect() % 16) - 8);
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}
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//Always check for AIMREFLECT, no matter what else is checked above.
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if (thing->flags7 & MF7_AIMREFLECT)
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{
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{
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if (this->target != NULL)
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if (this->target != NULL)
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{
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A_Face(this, this->target);
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A_Face(this, this->target);
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}
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else if (thing->target != NULL)
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else if (thing->target != NULL)
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{
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A_Face(this, thing->target);
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A_Face(this, thing->target);
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}
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}
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else
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}
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angle += ANGLE_1 * ((pr_reflect()%16)-8);
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return false;
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return false;
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}
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}
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