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- zero the velocity of crunched sprites.
Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
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1 changed files with 3 additions and 0 deletions
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@ -1186,6 +1186,7 @@ bool AActor::Grind(bool items)
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flags3 |= MF3_DONTGIB;
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flags3 |= MF3_DONTGIB;
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Height = 0;
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Height = 0;
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radius = 0;
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radius = 0;
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Vel.Zero();
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return false;
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return false;
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}
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}
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@ -1212,6 +1213,7 @@ bool AActor::Grind(bool items)
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flags3 |= MF3_DONTGIB;
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flags3 |= MF3_DONTGIB;
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Height = 0;
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Height = 0;
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radius = 0;
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radius = 0;
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Vel.Zero();
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SetState (state);
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SetState (state);
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if (isgeneric) // Not a custom crush state, so colorize it appropriately.
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if (isgeneric) // Not a custom crush state, so colorize it appropriately.
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{
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{
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@ -1248,6 +1250,7 @@ bool AActor::Grind(bool items)
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flags3 |= MF3_DONTGIB;
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flags3 |= MF3_DONTGIB;
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Height = 0;
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Height = 0;
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radius = 0;
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radius = 0;
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Vel.Zero();
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return false;
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return false;
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}
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}
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