2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "info.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "a_action.h"
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void A_PainAttack (AActor *);
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void A_PainDie (AActor *);
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void A_SkullAttack (AActor *self);
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class APainElemental : public AActor
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{
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DECLARE_ACTOR (APainElemental, AActor)
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public:
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bool Massacre ();
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};
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FState APainElemental::States[] =
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{
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#define S_PAIN_STND 0
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S_NORMAL (PAIN, 'A', 10, A_Look , &States[S_PAIN_STND]),
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#define S_PAIN_RUN (S_PAIN_STND+1)
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S_NORMAL (PAIN, 'A', 3, A_Chase , &States[S_PAIN_RUN+1]),
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S_NORMAL (PAIN, 'A', 3, A_Chase , &States[S_PAIN_RUN+2]),
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S_NORMAL (PAIN, 'B', 3, A_Chase , &States[S_PAIN_RUN+3]),
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S_NORMAL (PAIN, 'B', 3, A_Chase , &States[S_PAIN_RUN+4]),
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S_NORMAL (PAIN, 'C', 3, A_Chase , &States[S_PAIN_RUN+5]),
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S_NORMAL (PAIN, 'C', 3, A_Chase , &States[S_PAIN_RUN+0]),
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#define S_PAIN_ATK (S_PAIN_RUN+6)
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S_NORMAL (PAIN, 'D', 5, A_FaceTarget , &States[S_PAIN_ATK+1]),
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S_NORMAL (PAIN, 'E', 5, A_FaceTarget , &States[S_PAIN_ATK+2]),
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S_BRIGHT (PAIN, 'F', 5, A_FaceTarget , &States[S_PAIN_ATK+3]),
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S_BRIGHT (PAIN, 'F', 0, A_PainAttack , &States[S_PAIN_RUN+0]),
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#define S_PAIN_PAIN (S_PAIN_ATK+4)
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S_NORMAL (PAIN, 'G', 6, NULL , &States[S_PAIN_PAIN+1]),
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S_NORMAL (PAIN, 'G', 6, A_Pain , &States[S_PAIN_RUN+0]),
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#define S_PAIN_DIE (S_PAIN_PAIN+2)
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S_BRIGHT (PAIN, 'H', 8, NULL , &States[S_PAIN_DIE+1]),
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S_BRIGHT (PAIN, 'I', 8, A_Scream , &States[S_PAIN_DIE+2]),
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S_BRIGHT (PAIN, 'J', 8, NULL , &States[S_PAIN_DIE+3]),
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S_BRIGHT (PAIN, 'K', 8, NULL , &States[S_PAIN_DIE+4]),
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S_BRIGHT (PAIN, 'L', 8, A_PainDie , &States[S_PAIN_DIE+5]),
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S_BRIGHT (PAIN, 'M', 8, NULL , NULL),
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#define S_PAIN_RAISE (S_PAIN_DIE+6)
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S_NORMAL (PAIN, 'M', 8, NULL , &States[S_PAIN_RAISE+1]),
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S_NORMAL (PAIN, 'L', 8, NULL , &States[S_PAIN_RAISE+2]),
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S_NORMAL (PAIN, 'K', 8, NULL , &States[S_PAIN_RAISE+3]),
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S_NORMAL (PAIN, 'J', 8, NULL , &States[S_PAIN_RAISE+4]),
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S_NORMAL (PAIN, 'I', 8, NULL , &States[S_PAIN_RAISE+5]),
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S_NORMAL (PAIN, 'H', 8, NULL , &States[S_PAIN_RUN+0])
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};
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IMPLEMENT_ACTOR (APainElemental, Doom, 71, 115)
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PROP_SpawnHealth (400)
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PROP_RadiusFixed (31)
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PROP_HeightFixed (56)
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PROP_Mass (400)
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PROP_SpeedFixed (8)
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PROP_PainChance (128)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_SpawnState (S_PAIN_STND)
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PROP_SeeState (S_PAIN_RUN)
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PROP_PainState (S_PAIN_PAIN)
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PROP_MissileState (S_PAIN_ATK)
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PROP_DeathState (S_PAIN_DIE)
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PROP_RaiseState (S_PAIN_RAISE)
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PROP_SeeSound ("pain/sight")
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PROP_PainSound ("pain/pain")
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PROP_DeathSound ("pain/death")
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PROP_ActiveSound ("pain/active")
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END_DEFAULTS
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bool APainElemental::Massacre ()
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{
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if (Super::Massacre ())
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{
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FState *deadstate;
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A_NoBlocking (this); // [RH] Use this instead of A_PainDie
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deadstate = DeathState;
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if (deadstate != NULL)
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{
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while (deadstate->GetNextState() != NULL)
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deadstate = deadstate->GetNextState();
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SetState (deadstate);
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}
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return true;
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}
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return false;
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}
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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//
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void A_PainShootSkull (AActor *self, angle_t angle)
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{
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fixed_t x, y, z;
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AActor *other;
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angle_t an;
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int prestep;
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const TypeInfo *spawntype = NULL;
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int index=CheckIndex(1, NULL);
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if (index>=0)
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{
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spawntype = TypeInfo::FindType((const char *)StateParameters[index]);
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}
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if (spawntype == NULL) spawntype = RUNTIME_CLASS(ALostSoul);
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// [RH] check to make sure it's not too close to the ceiling
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if (self->z + self->height + 8*FRACUNIT > self->ceilingz)
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{
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if (self->flags & MF_FLOAT)
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{
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self->momz -= 2*FRACUNIT;
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self->flags |= MF_INFLOAT;
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self->flags4 |= MF4_VFRICTION;
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}
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return;
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}
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// [RH] make this optional
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if (compatflags & COMPATF_LIMITPAIN)
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{
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// count total number of skulls currently on the level
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// if there are already 20 skulls on the level, don't spit another one
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int count = 20;
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FThinkerIterator iterator (spawntype);
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DThinker *othink;
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while ( (othink = iterator.Next ()) )
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{
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if (--count == 0)
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return;
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}
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}
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// okay, there's room for another one
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an = angle >> ANGLETOFINESHIFT;
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prestep = 4*FRACUNIT +
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3*(self->radius + GetDefaultByType(spawntype)->radius)/2;
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x = self->x + FixedMul (prestep, finecosine[an]);
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y = self->y + FixedMul (prestep, finesine[an]);
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z = self->z + 8*FRACUNIT;
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// Check whether the Lost Soul is being fired through a 1-sided // phares
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// wall or an impassible line, or a "monsters can't cross" line.// |
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// If it is, then we don't allow the spawn. // V
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if (Check_Sides (self, x, y))
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{
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return;
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}
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other = Spawn (spawntype, x, y, z);
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// Check to see if the new Lost Soul's z value is above the
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// ceiling of its new sector, or below the floor. If so, kill it.
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if ((other->z >
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(other->Sector->ceilingplane.ZatPoint (other->x, other->y) - other->height)) ||
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(other->z < other->Sector->floorplane.ZatPoint (other->x, other->y)))
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{
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// kill it immediately
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P_DamageMobj (other, self, self, 1000000, MOD_UNKNOWN); // ^
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return; // |
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} // phares
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// Check for movements.
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if (!P_CheckPosition (other, other->x, other->y))
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{
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// kill it immediately
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P_DamageMobj (other, self, self, 1000000, MOD_UNKNOWN);
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return;
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}
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// [RH] Lost souls hate the same things as their pain elementals
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other->CopyFriendliness (self, true);
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A_SkullAttack (other);
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}
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//
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// A_PainAttack
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// Spawn a lost soul and launch it at the target
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//
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void A_PainAttack (AActor *self)
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{
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if (!self->target)
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return;
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A_FaceTarget (self);
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A_PainShootSkull (self, self->angle);
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}
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void A_PainDie (AActor *self)
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{
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2006-03-03 03:57:01 +00:00
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if (self->IsFriend (self->target))
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2006-02-24 04:48:15 +00:00
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{ // And I thought you were my friend!
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self->flags &= ~MF_FRIENDLY;
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}
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A_NoBlocking (self);
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A_PainShootSkull (self, self->angle + ANG90);
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A_PainShootSkull (self, self->angle + ANG180);
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A_PainShootSkull (self, self->angle + ANG270);
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}
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