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- Added CPF_NOTURN flag for A_CustomPunch.
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e0eca1e0f5
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2 changed files with 10 additions and 5 deletions
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@ -1384,6 +1384,7 @@ enum
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CPF_DAGGER = 2,
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CPF_PULLIN = 4,
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CPF_NORANDOMPUFFZ = 8,
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CPF_NOTURN = 16,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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@ -1424,7 +1425,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
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// turn to face target
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if (linetarget)
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{
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if (LifeSteal && !(linetarget->flags5 & MF5_DONTDRAIN))
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@ -1435,10 +1435,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
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S_Sound (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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}
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self->angle = R_PointToAngle2 (self->x,
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self->y,
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linetarget->x,
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linetarget->y);
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if (!(flags & CPF_NOTURN))
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{
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// turn to face target
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self->angle = R_PointToAngle2 (self->x,
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self->y,
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linetarget->x,
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linetarget->y);
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}
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if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
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if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
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@ -175,6 +175,7 @@ const int CPF_USEAMMO = 1;
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const int CPF_DAGGER = 2;
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const int CPF_PULLIN = 4;
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const int CPF_NORANDOMPUFFZ = 8;
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const int CPF_NOTURN = 16;
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// Flags for A_CustomMissile
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const int FPF_AIMATANGLE = 1;
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