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- let Dehacked set the implicit missile flags.
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1 changed files with 7 additions and 0 deletions
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@ -1622,6 +1622,11 @@ static int PatchThing (int thingy)
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value[0] &= ~MF_TRANSLUCENT; // clean the slot
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value[0] &= ~MF_TRANSLUCENT; // clean the slot
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vchanged[2] = true; value[2] |= 2; // let the TRANSLUCxx code below handle it
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vchanged[2] = true; value[2] |= 2; // let the TRANSLUCxx code below handle it
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}
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}
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if (value[0] & MF_MISSILE)
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{
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// all missiles in Doom are NOTELEPORT, the other flags are for consistency.
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info->flags2 |= MF2_IMPACT | MF2_PCROSS | MF2_NOTELEPORT;
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}
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if ((info->flags & MF_MISSILE) && (info->flags2 & MF2_NOTELEPORT)
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if ((info->flags & MF_MISSILE) && (info->flags2 & MF2_NOTELEPORT)
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&& !(value[0] & MF_MISSILE))
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&& !(value[0] & MF_MISSILE))
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{
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{
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@ -4031,12 +4036,14 @@ void ClearBounces(AActor* info)
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void SetMissile(AActor* info)
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void SetMissile(AActor* info)
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{
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{
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info->flags |= MF_MISSILE;
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info->flags |= MF_MISSILE;
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info->flags2 |= MF2_NOTELEPORT | MF2_PCROSS | MF2_IMPACT;
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if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Classic | BOUNCE_DEH;
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if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Classic | BOUNCE_DEH;
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}
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}
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void ClearMissile(AActor* info)
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void ClearMissile(AActor* info)
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{
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{
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info->flags &= ~MF_MISSILE;
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info->flags &= ~MF_MISSILE;
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info->flags2 &= ~(MF2_NOTELEPORT | MF2_PCROSS | MF2_IMPACT);
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if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Grenade | BOUNCE_DEH;
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if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Grenade | BOUNCE_DEH;
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}
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}
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