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Fully revert #2479
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3 changed files with 2 additions and 7 deletions
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@ -442,7 +442,7 @@ enum ActorFlag9
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MF9_DOSHADOWBLOCK = 0x00000002, // [inkoalawetrust] Should the monster look for SHADOWBLOCK actors ?
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MF9_SHADOWBLOCK = 0x00000004, // [inkoalawetrust] Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty.
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MF9_SHADOWAIMVERT = 0x00000008, // [inkoalawetrust] Monster aim is also offset vertically when aiming at shadow actors.
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MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
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MF9_DECOUPLEDANIMATIONS = 0x00000010, // [RL0] Decouple model animations from states
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MF9_ISPUFF = 0x00000040, // [AA] Set on actors by P_SpawnPuff
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};
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@ -464,12 +464,6 @@ static int P_IsUnderDamage(AActor* actor)
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dir |= cl->getDirection();
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}
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// Q: consider crushing 3D floors too?
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// [inkoalawetrust] Check for sectors that can harm the actor.
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if (!(actor->flags9 & MF9_NOSECTORDAMAGE) && seclist->m_sector->damageamount > 0)
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{
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if (seclist->m_sector->MoreFlags & SECMF_HARMINAIR || actor->isAtZ(seclist->m_sector->LowestFloorAt(actor)) || actor->waterlevel)
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return (actor->player || (actor->player == nullptr && seclist->m_sector->MoreFlags & SECMF_HURTMONSTERS)) ? -1 : 0;
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}
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}
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return dir;
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}
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@ -434,6 +434,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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return;
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}
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}
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// Has hit ground.
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