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- added portal support to P_RadiusAttack.
This currently only works for linked portals. For other types some major refactoring may be necessary because it not only requires multiple passes of P_RadiusAttack but also an alteration of how sight checks work.
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1 changed files with 6 additions and 1 deletions
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@ -5245,6 +5245,10 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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double bombdistancefloat = 1.f / (double)(bombdistance - fulldamagedistance);
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double bombdamagefloat = (double)bombdamage;
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FPortalGroupArray grouplist;
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FMultiBlockThingsIterator it(grouplist, bombspot->X(), bombspot->Y(), bombspot->Z() - (bombdistance<<FRACBITS), bombspot->height + (bombdistance*2)<<FRACBITS, bombdistance);
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FMultiBlockThingsIterator::CheckResult cres;
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FBlockThingsIterator it(FBoundingBox(bombspot->X(), bombspot->Y(), bombdistance << FRACBITS));
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AActor *thing;
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@ -5253,8 +5257,9 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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bombsource = bombspot;
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}
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while ((thing = it.Next()))
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while ((it.Next(&cres)))
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{
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AActor *thing = cres.thing;
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// Vulnerable actors can be damaged by radius attacks even if not shootable
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// Used to emulate MBF's vulnerability of non-missile bouncers to explosions.
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if (!((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)))
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