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https://github.com/ZDoom/gzdoom.git
synced 2024-11-13 07:57:52 +00:00
- scriptified a_hereticimp.cpp.
- fixed the comparison against 0 simplification which did not negate the result for '=='.
This commit is contained in:
parent
8b21719068
commit
570572fcf2
4 changed files with 128 additions and 151 deletions
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@ -845,7 +845,6 @@ set( NOT_COMPILED_SOURCE_FILES
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g_heretic/a_chicken.cpp
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g_heretic/a_dsparil.cpp
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g_heretic/a_hereticartifacts.cpp
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g_heretic/a_hereticimp.cpp
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g_heretic/a_hereticweaps.cpp
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g_heretic/a_ironlich.cpp
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g_heretic/a_knight.cpp
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@ -1,96 +0,0 @@
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/*
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#include "templates.h"
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "gstrings.h"
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#include "vm.h"
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*/
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static FRandom pr_impmsatk ("ImpMsAttack");
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static FRandom pr_imp ("ImpExplode");
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMsAttack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpMsAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (!self->target || pr_impmsatk() > 64)
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{
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self->SetState (self->SeeState);
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return 0;
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}
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A_SkullAttack(self, 12.);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpExplode
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *chunk;
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self->flags &= ~MF_NOGRAVITY;
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chunk = Spawn("HereticImpChunk1", self->Pos(), ALLOW_REPLACE);
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chunk->Vel.X = pr_imp.Random2() / 64.;
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chunk->Vel.Y = pr_imp.Random2() / 64.;
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chunk->Vel.Z = 9;
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chunk = Spawn("HereticImpChunk2", self->Pos(), ALLOW_REPLACE);
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chunk->Vel.X = pr_imp.Random2() / 64.;
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chunk->Vel.Y = pr_imp.Random2() / 64.;
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chunk->Vel.Z = 9;
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if (self->special1 == 666)
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{ // Extreme death crash
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self->SetState (self->FindState("XCrash"));
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpDeath
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags &= ~MF_SOLID;
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self->flags2 |= MF2_FLOORCLIP;
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpXDeath1
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags &= ~MF_SOLID;
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self->flags |= MF_NOGRAVITY;
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self->flags2 |= MF2_FLOORCLIP;
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self->special1 = 666; // Flag the crash routine
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return 0;
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}
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@ -3091,7 +3091,9 @@ FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
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}
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else
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{
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// also simplify comparisons against zero. For these a bool cast on the other value will do just as well and create better code.
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// also simplify comparisons against zero. For these a bool cast/unary not on the other value will do just as well and create better code.
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if (Operator != TK_ApproxEq)
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{
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if (left->isConstant())
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{
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bool leftisnull;
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@ -3115,7 +3117,9 @@ FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
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}
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if (leftisnull)
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{
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FxExpression *x = new FxBoolCast(right);
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FxExpression *x;
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if (Operator == TK_Eq) x = new FxUnaryNotBoolean(right);
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else x = new FxBoolCast(right);
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right = nullptr;
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delete this;
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return x->Resolve(ctx);
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@ -3145,13 +3149,16 @@ FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
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}
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if (rightisnull)
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{
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FxExpression *x = new FxBoolCast(left);
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FxExpression *x;
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if (Operator == TK_Eq) x = new FxUnaryNotBoolean(left);
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else x = new FxBoolCast(left);
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left = nullptr;
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delete this;
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return x->Resolve(ctx);
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}
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}
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}
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}
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Promote(ctx);
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ValueType = TypeBool;
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return this;
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@ -3,6 +3,8 @@
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class HereticImp : Actor
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{
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bool extremecrash;
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Default
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{
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Health 40;
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@ -26,12 +28,6 @@ class HereticImp : Actor
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HitObituary "$OB_HERETICIMPHIT";
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}
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native void A_ImpMsAttack();
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native void A_ImpDeath();
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native void A_ImpXDeath1();
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native void A_ImpExplode();
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States
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{
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Spawn:
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@ -75,6 +71,77 @@ class HereticImp : Actor
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IMPX Z -1;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpMsAttack
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//
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//----------------------------------------------------------------------------
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void A_ImpMsAttack()
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{
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if (!target || random[ImpMSAtk]() > 64)
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{
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SetState (SeeState);
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return;
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}
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A_SkullAttack(12);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpExplode
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//
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//----------------------------------------------------------------------------
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void A_ImpExplode()
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{
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Actor chunk;
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bNoGravity = false;
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chunk = Spawn("HereticImpChunk1", pos, ALLOW_REPLACE);
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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chunk = Spawn("HereticImpChunk2", pos, ALLOW_REPLACE);
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chunk.vel.x = random2[ImpExplode]() / 64.;
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chunk.vel.y = random2[ImpExplode]() / 64.;
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chunk.vel.z = 9;
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if (extremecrash)
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{
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SetState ("XCrash");
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpDeath
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//
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//----------------------------------------------------------------------------
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void A_ImpDeath()
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{
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bSolid = false;
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bFloorClip = true;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ImpXDeath1
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//
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//----------------------------------------------------------------------------
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void A_ImpXDeath1()
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{
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bSolid = false;
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bFloorClip = true;
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bNoGravity = true;
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extremecrash = true;
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}
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}
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// Heretic imp leader -------------------------------------------------------
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