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- MBF21: splash group.
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3 changed files with 29 additions and 0 deletions
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@ -978,6 +978,17 @@ static int PatchThing (int thingy)
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if (grp < 0) grp = -1;
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type->ActorInfo()->projectile_group = grp;
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}
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else if (linelen == 12 && stricmp(Line1, "splash group") == 0)
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{
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stripwhite(Line2);
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int grp = atoi(Line2);
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if (grp < 0)
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{
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Printf("Splash groups must be >= 0 (check your dehacked)\n");
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grp = 0;
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}
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type->ActorInfo()->splash_group = grp;
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}
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else if (linelen > 6)
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{
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@ -5956,6 +5956,11 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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continue;
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}
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// MBF21
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auto targetgroup = thing->GetClass()->ActorInfo()->splash_group;
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auto sourcegroup = bombspot->GetClass()->ActorInfo()->splash_group;
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if (targetgroup != 0 && targetgroup == sourcegroup) continue;
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// a much needed option: monsters that fire explosive projectiles cannot
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// be hurt by projectiles fired by a monster of the same type.
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// Controlled by the DONTHARMCLASS and DONTHARMSPECIES flags.
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@ -1051,6 +1051,19 @@ DEFINE_PROPERTY(projectilegroup, I, Actor)
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info->ActorInfo()->projectile_group = i;
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}
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//==========================================================================
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// MBF21
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//==========================================================================
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DEFINE_PROPERTY(splashgroup, I, Actor)
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{
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PROP_INT_PARM(i, 0);
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if (i < 0)
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{
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I_Error("Splash groups must be >= 0.");
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}
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info->ActorInfo()->splash_group = i;
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}
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//==========================================================================
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// [BB]
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//==========================================================================
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