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https://github.com/ZDoom/qzdoom.git
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- Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer: Added a new 'projectilepassheight' property that defines an alternative height that is only used when checking a projectile's movement against this actor. If the value is positive it is used regardless of other settings, if it is negative, its absolute will be used if a new compatibility option is enabled and if it is 0 the normal height will be used. SVN r1253 (trunk)
This commit is contained in:
parent
d9ab611db2
commit
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13 changed files with 80 additions and 2 deletions
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@ -1,4 +1,11 @@
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October 5, 2008 (Changes by Graf Zahl)
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- Finally has the right idea how to restore Doom's original clipping of projectiles
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against decorations without breaking anything newer:
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Added a new 'projectilepassheight' property that defines an alternative height
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that is only used when checking a projectile's movement against this actor.
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If the value is positive it is used regardless of other settings, if it is
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negative, its absolute will be used if a new compatibility option is enabled
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and if it is 0 the normal height will be used.
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- Fixed: Powerup.Color's handler contained an unnecessary 'else' which resulted
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in opaque powerup blends.
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@ -650,6 +650,7 @@ public:
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struct sector_t *ceilingsector;
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FTextureID ceilingpic; // contacted sec ceilingpic
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fixed_t radius, height; // for movement checking
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fixed_t projectilepassheight; // height for clipping projectile movement against this actor
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fixed_t momx, momy, momz; // momentums
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SDWORD tics; // state tic counter
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FState *state;
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@ -746,6 +746,7 @@ static int PatchThing (int thingy)
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else if (linelen == 6 && stricmp (Line1, "Height") == 0)
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{
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info->height = val;
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info->projectilepassheight = 0; // needs to be disabled
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hadHeight = true;
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}
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else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
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@ -1009,6 +1010,7 @@ static int PatchThing (int thingy)
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thingy <= NumOrgHeights && thingy > 0)
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{
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info->height = OrgHeights[thingy - 1] * FRACUNIT;
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info->projectilepassheight = 0;
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}
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// If the thing's shadow changed, change its fuzziness if not already specified
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if ((info->flags ^ oldflags) & MF_SHADOW)
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@ -486,6 +486,7 @@ CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
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CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
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CVAR (Flag, compat_silentinstantfloors,compatflags, COMPATF_SILENT_INSTANT_FLOORS);
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CVAR (Flag, compat_sectorsounds,compatflags, COMPATF_SECTORSOUNDS);
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CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP);
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//==========================================================================
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//
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@ -273,6 +273,7 @@ enum
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COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
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COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
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COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
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COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
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};
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// phares 3/20/98:
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@ -351,6 +351,7 @@ static const char *MapInfoMapLevel[] =
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"compat_invisibility",
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"compat_silent_instant_floors",
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"compat_sectorsounds",
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"compat_missileclip",
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"bordertexture",
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"f1", // [RC] F1 help
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"noinfighting",
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@ -503,6 +504,7 @@ MapHandlers[] =
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{ MITYPE_COMPATFLAG, COMPATF_INVISIBILITY},
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{ MITYPE_COMPATFLAG, COMPATF_SILENT_INSTANT_FLOORS},
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{ MITYPE_COMPATFLAG, COMPATF_SECTORSOUNDS},
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{ MITYPE_COMPATFLAG, COMPATF_MISSILECLIP},
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{ MITYPE_LUMPNAME, lioffset(bordertexture), 0 },
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{ MITYPE_LUMPNAME, lioffset(f1), 0, },
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{ MITYPE_SCFLAGS, LEVEL_NOINFIGHTING, ~LEVEL_TOTALINFIGHTING },
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@ -1103,6 +1103,7 @@ static menuitem_t CompatibilityItems[] = {
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{ bitflag, "Boom scrollers are additive", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_BOOMSCROLL} },
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{ bitflag, "Inst. moving floors are not silent", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENT_INSTANT_FLOORS} },
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{ bitflag, "Sector sounds use center as source", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SECTORSOUNDS} },
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{ bitflag, "Use Doom heights for missile clipping", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MISSILECLIP} },
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{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
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};
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@ -745,8 +745,24 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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{
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return true;
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}
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int clipheight;
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if (thing->projectilepassheight > 0)
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{
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clipheight = thing->projectilepassheight;
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}
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else if (thing->projectilepassheight < 0 && (i_compatflags & COMPATF_MISSILECLIP))
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{
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clipheight = -thing->projectilepassheight;
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}
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else
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{
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clipheight = thing->height;
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}
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// Check if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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if (tm.thing->z > thing->z + clipheight)
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{ // Over thing
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return true;
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}
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@ -220,6 +220,7 @@ void AActor::Serialize (FArchive &arc)
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<< ceilingsector
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<< radius
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<< height
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<< projectilepassheight
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<< momx
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<< momy
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<< momz
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@ -695,6 +695,15 @@ DEFINE_PROPERTY(height, F, Actor)
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defaults->height=id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(projectilepassheight, F, Actor)
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{
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PROP_FIXED_PARM(id, 0);
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defaults->projectilepassheight=id;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1215
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#define MINSAVEVER 1253
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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@ -6,6 +6,7 @@ ACTOR TechLamp 85
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Game Doom
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Radius 16
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Height 80
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -22,6 +23,7 @@ ACTOR TechLamp2 86
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Game Doom
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Radius 16
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Height 60
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -38,6 +40,7 @@ ACTOR Column 2028
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Game Doom
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Radius 16
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Height 48
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -54,6 +57,7 @@ ACTOR TallGreenColumn 30
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Game Doom
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Radius 16
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Height 52
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -70,6 +74,7 @@ ACTOR ShortGreenColumn 31
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -86,6 +91,7 @@ ACTOR TallRedColumn 32
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Game Doom
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Radius 16
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Height 52
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -102,6 +108,7 @@ ACTOR ShortRedColumn 33
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -118,6 +125,7 @@ ACTOR SkullColumn 37
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -134,6 +142,7 @@ ACTOR HeartColumn 36
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -150,6 +159,7 @@ ACTOR EvilEye 41
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Game Doom
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Radius 16
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Height 54
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -166,6 +176,7 @@ ACTOR FloatingSkull 42
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Game Doom
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Radius 16
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Height 26
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -182,6 +193,7 @@ ACTOR TorchTree 43
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Game Doom
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Radius 16
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Height 56
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -198,6 +210,7 @@ ACTOR BlueTorch 44
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Game Doom
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -214,6 +227,7 @@ ACTOR GreenTorch 45
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Game Doom
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -230,6 +244,7 @@ ACTOR RedTorch 46
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Game Doom
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -246,6 +261,7 @@ ACTOR ShortBlueTorch 55
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Game Doom
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -262,6 +278,7 @@ ACTOR ShortGreenTorch 56
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Game Doom
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -278,6 +295,7 @@ ACTOR ShortRedTorch 57
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Game Doom
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -294,6 +312,7 @@ ACTOR Stalagtite 47
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -310,6 +329,7 @@ ACTOR TechPillar 48
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Game Doom
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Radius 16
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Height 128
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -326,6 +346,7 @@ ACTOR Candlestick 34
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Game Doom
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Radius 20
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Height 14
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ProjectilePassHeight -16
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States
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{
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Spawn:
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@ -341,6 +362,7 @@ ACTOR Candelabra 35
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Game Doom
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Radius 16
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Height 60
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -489,6 +511,7 @@ ACTOR HeadOnAStick 27
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Game Doom
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Radius 16
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Height 56
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -505,6 +528,7 @@ ACTOR HeadsOnAStick 28
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Game Doom
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -521,6 +545,7 @@ ACTOR HeadCandles 29
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Game Doom
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Radius 16
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Height 42
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -537,6 +562,7 @@ ACTOR DeadStick 25
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Game Doom
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -553,6 +579,7 @@ ACTOR LiveStick 26
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Game Doom
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -570,6 +597,7 @@ ACTOR BigTree 54
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Game Doom
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Radius 32
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Height 108
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -587,6 +615,7 @@ ACTOR BurningBarrel 70
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SpawnID 149
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Radius 16
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Height 32
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ProjectilePassHeight -16
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+SOLID
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States
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{
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@ -1063,6 +1063,14 @@
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RelativePath=".\src\thingdef\thingdef_exp.cpp"
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>
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</File>
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<File
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RelativePath=".\src\thingdef\thingdef_exp.h"
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>
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</File>
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<File
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RelativePath=".\src\thingdef\thingdef_exp_execute.cpp"
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>
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</File>
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<File
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RelativePath=".\src\thingdef\thingdef_main.cpp"
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>
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