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- Fixed: Bouncing projectiles should not bounce off horizon lines. Now they
vanish instead. - Changed masses of ice chunks and glass shards to make small splashes SVN r231 (trunk)
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parent
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commit
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5 changed files with 28 additions and 1 deletions
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@ -1,4 +1,7 @@
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June 27, 2006 (Changes by Graf Zahl)
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June 28, 2006 (Changes by Graf Zahl)
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- Fixed: Bouncing projectiles should not bounce off horizon lines. Now they
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vanish instead.
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- Changed masses of ice chunks and glass shards to make small splashes
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- Fixed: P_UndoPlayerMorph didn't properly transfer the inventory. It just
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copied the pointer instead of using ObtainInventory.
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@ -33,6 +33,7 @@ FState AIceChunk::States[] =
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IMPLEMENT_ACTOR (AIceChunk, Any, -1, 0)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (4)
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PROP_Mass(5)
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PROP_Flags (MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH|MF2_FLOORCLIP|MF2_NOTELEPORT)
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@ -57,6 +58,7 @@ FState AIceChunkHead::States[] =
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IMPLEMENT_ACTOR (AIceChunkHead, Any, -1, 0)
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PROP_RadiusFixed (3)
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PROP_HeightFixed (4)
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PROP_Mass(5)
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PROP_DamageType (MOD_ICE)
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PROP_Flags (MF_DROPOFF)
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PROP_Flags2 (MF2_LOGRAV|MF2_CANNOTPUSH)
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@ -190,6 +190,11 @@ typedef enum {
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Sector_ChangeSound = 140,
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// GZDoom/Vavoom specials (put here so that they don't accidentally redefined)
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Sector_SetPlaneReflection = 159,
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Sector_Set3DFloor = 160,
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Sector_SetContents = 161,
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// [RH] Begin new specials for ZDoom
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Plat_UpNearestWaitDownStay = 172,
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NoiseAlert = 173,
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@ -2441,6 +2441,13 @@ bool P_BounceWall (AActor *mo)
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line = bestslideline;
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}
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if (line->special == Line_Horizon)
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{
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mo->SeeSound = 0; // it might make a sound otherwise
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mo->Destroy();
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return true;
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}
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side = P_PointOnLineSide (mo->x, mo->y, line);
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lineangle = R_PointToAngle2 (0, 0, line->dx, line->dy);
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if (side == 1)
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@ -174,6 +174,7 @@ ACTOR SGShard1 : GlassShard
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{
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SpawnID 54
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -193,6 +194,7 @@ ACTOR SGShard2 : GlassShard
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{
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SpawnID 55
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -212,6 +214,7 @@ ACTOR SGShard3 : GlassShard
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{
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SpawnID 56
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -231,6 +234,7 @@ ACTOR SGShard4 : GlassShard
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{
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SpawnID 57
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -250,6 +254,7 @@ ACTOR SGShard5 : GlassShard
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{
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SpawnID 58
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -269,6 +274,7 @@ ACTOR SGShard6 : GlassShard
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{
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SpawnID 59
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -288,6 +294,7 @@ ACTOR SGShard7 : GlassShard
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{
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SpawnID 60
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -307,6 +314,7 @@ ACTOR SGShard8 : GlassShard
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{
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SpawnID 61
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -326,6 +334,7 @@ ACTOR SGShard9 : GlassShard
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{
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SpawnID 62
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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@ -345,6 +354,7 @@ ACTOR SGShard0 : GlassShard
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{
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SpawnID 63
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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