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- added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors.
SVN r3234 (trunk)
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6ba0689b8d
commit
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3 changed files with 9 additions and 1 deletions
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@ -100,7 +100,8 @@ enum EPuffFlags
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{
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PF_HITTHING = 1,
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PF_MELEERANGE = 2,
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PF_TEMPORARY = 4
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PF_TEMPORARY = 4,
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PF_HITTHINGBLEED = 8
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};
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AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t y, fixed_t z, angle_t dir, int updown, int flags = 0);
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@ -3485,6 +3485,9 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
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(trace.Actor->flags & MF_NOBLOOD) ||
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(trace.Actor->flags2 & (MF2_INVULNERABLE|MF2_DORMANT)))
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{
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if (!(trace.Actor->flags & MF_NOBLOOD))
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flags |= PF_HITTHINGBLEED;
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// We must pass the unreplaced puff type here
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puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING);
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}
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@ -4421,6 +4421,10 @@ AActor *P_SpawnPuff (AActor *source, const PClass *pufftype, fixed_t x, fixed_t
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{
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puff->SetState (crashstate);
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}
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else if ((flags & PF_HITTHINGBLEED) && (crashstate = puff->FindState(NAME_Death, NAME_Extreme, true)) != NULL)
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{
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puff->SetState (crashstate);
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}
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else if ((flags & PF_MELEERANGE) && puff->MeleeState != NULL)
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{
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// handle the hard coded state jump of Doom's bullet puff
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