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https://github.com/ZDoom/qzdoom.git
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- moved common code of Raven's fast projectiles into a base class
called FastProjectile. This base class doesn't have any effects attached so that it can be used for user defined fast projectiles. SVN r1290 (trunk)
This commit is contained in:
parent
3b4479df44
commit
4d991de92d
11 changed files with 152 additions and 222 deletions
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@ -1,3 +1,8 @@
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November 15, 2008 (Changes by Graf Zahl)
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- moved common code of Raven's fast projectiles into a base class
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called FastProjectile. This base class doesn't have any effects attached
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so that it can be used for user defined fast projectiles.
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November 14, 2008
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- Removed GC barriers from the sound channels. If we must, we can always
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do it the old way and scan every channel to see if it matches an actor/
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@ -695,15 +695,20 @@ boom:
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// Blaster FX 1 -------------------------------------------------------------
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class ABlasterFX1 : public AActor
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//----------------------------------------------------------------------------
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//
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// Thinker for the ultra-fast blaster PL2 ripper-spawning missile.
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//
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//----------------------------------------------------------------------------
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class ABlasterFX1 : public AFastProjectile
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{
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DECLARE_CLASS(ABlasterFX1, AActor)
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DECLARE_CLASS(ABlasterFX1, AFastProjectile)
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public:
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void Tick ();
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void Effect ();
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int DoSpecialDamage (AActor *target, int damage);
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};
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int ABlasterFX1::DoSpecialDamage (AActor *target, int damage)
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{
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if (target->IsKindOf (PClass::FindClass ("Ironlich")))
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@ -717,10 +722,19 @@ int ABlasterFX1::DoSpecialDamage (AActor *target, int damage)
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return damage;
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}
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void ABlasterFX1::Effect ()
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{
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if (pr_bfx1t() < 64)
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{
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Spawn("BlasterSmoke", x, y, MAX<fixed_t> (z - 8 * FRACUNIT, floorz), ALLOW_REPLACE);
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}
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}
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IMPLEMENT_CLASS(ABlasterFX1)
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// Ripper -------------------------------------------------------------------
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class ARipper : public AActor
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{
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DECLARE_CLASS (ARipper, AActor)
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@ -802,77 +816,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnRippers)
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_BlasterMobjThinker
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//
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// Thinker for the ultra-fast blaster PL2 ripper-spawning missile.
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//
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//----------------------------------------------------------------------------
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void ABlasterFX1::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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int changexy;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac | yfrac;
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for (i = 0; i < 8; i++)
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{
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if (changexy)
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{
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if (!P_TryMove (this, x + xfrac, y + yfrac, true))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z + height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz - height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy && (pr_bfx1t() < 64))
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{
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Spawn("BlasterSmoke", x, y, MAX<fixed_t> (z - 8 * FRACUNIT, floorz), ALLOW_REPLACE);
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}
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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}
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}
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}
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// --- Skull rod ------------------------------------------------------------
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@ -26,12 +26,12 @@ void A_CFlameMissile (AActor *);
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// Flame Missile ------------------------------------------------------------
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class ACFlameMissile : public AActor
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class ACFlameMissile : public AFastProjectile
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{
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DECLARE_CLASS (ACFlameMissile, AActor)
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DECLARE_CLASS (ACFlameMissile, AFastProjectile)
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public:
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void BeginPlay ();
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void Tick ();
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void Effect ();
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};
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IMPLEMENT_CLASS (ACFlameMissile)
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special1 = 2;
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}
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void ACFlameMissile::Tick ()
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void ACFlameMissile::Effect ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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fixed_t newz;
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bool changexy;
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AActor *mo;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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if (!--special1)
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac || yfrac;
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for (i = 0; i < 8; i++)
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special1 = 4;
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newz = z-12*FRACUNIT;
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if (newz < floorz)
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{
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if (changexy)
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{
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if (!P_TryMove (this, x+xfrac, y+yfrac, true))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z+height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz-height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy)
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{
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if (!--special1)
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{
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special1 = 4;
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newz = z-12*FRACUNIT;
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if (newz < floorz)
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{
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newz = floorz;
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}
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mo = Spawn ("CFlameFloor", x, y, newz, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = angle;
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}
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}
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}
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newz = floorz;
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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AActor *mo = Spawn ("CFlameFloor", x, y, newz, ALLOW_REPLACE);
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if (mo)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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mo->angle = angle;
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}
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}
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}
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// Wand Missile -------------------------------------------------------------
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class AMageWandMissile : public AActor
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class AMageWandMissile : public AFastProjectile
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{
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DECLARE_CLASS(AMageWandMissile, AActor)
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DECLARE_CLASS(AMageWandMissile, AFastProjectile)
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public:
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void Tick ();
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void Effect ();
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};
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IMPLEMENT_CLASS (AMageWandMissile)
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void AMageWandMissile::Tick ()
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void AMageWandMissile::Effect ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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fixed_t hitz;
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bool changexy;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm(!!(flags2 & MF2_RIP));
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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//if (pr_smoke() < 128) // [RH] I think it looks better if it's consistent
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac || yfrac;
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for (i = 0; i < 8; i++)
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hitz = z-8*FRACUNIT;
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if (hitz < floorz)
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{
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if (changexy)
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{
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tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
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if (!P_TryMove (this, x+xfrac,y+yfrac, true, false, tm))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z+height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz-height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy)
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{
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//if (pr_smoke() < 128) // [RH] I think it looks better if it's consistant
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{
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hitz = z-8*FRACUNIT;
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if (hitz < floorz)
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{
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hitz = floorz;
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}
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Spawn ("MageWandSmoke", x, y, hitz, ALLOW_REPLACE);
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}
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}
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState()))
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{ // actor was removed
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return;
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}
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hitz = floorz;
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}
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Spawn ("MageWandSmoke", x, y, hitz, ALLOW_REPLACE);
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}
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}
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85
src/g_shared/a_fastprojectile.cpp
Normal file
85
src/g_shared/a_fastprojectile.cpp
Normal file
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#include "a_sharedglobal.h"
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#include "p_local.h"
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IMPLEMENT_CLASS(AFastProjectile)
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//----------------------------------------------------------------------------
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//
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// AFastProjectile :: Tick
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//
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// Thinker for the ultra-fast projectiles used by Heretic and Hexen
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//
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//----------------------------------------------------------------------------
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void AFastProjectile::Tick ()
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{
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int i;
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fixed_t xfrac;
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fixed_t yfrac;
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fixed_t zfrac;
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int changexy;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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// [RH] Ripping is a little different than it was in Hexen
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FCheckPosition tm(!!(flags2 & MF2_RIP));
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// Handle movement
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if (momx || momy || (z != floorz) || momz)
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{
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xfrac = momx>>3;
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yfrac = momy>>3;
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zfrac = momz>>3;
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changexy = xfrac || yfrac;
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for (i = 0; i < 8; i++)
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{
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if (changexy)
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{
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tm.LastRipped = NULL; // [RH] Do rip damage each step, like Hexen
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if (!P_TryMove (this, x + xfrac,y + yfrac, true, false, tm))
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{ // Blocked move
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P_ExplodeMissile (this, BlockingLine, BlockingMobj);
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return;
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}
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}
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z += zfrac;
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if (z <= floorz)
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{ // Hit the floor
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z = floorz;
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P_HitFloor (this);
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (z + height > ceilingz)
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{ // Hit the ceiling
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z = ceilingz - height;
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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if (changexy) Effect();
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}
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}
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// Advance the state
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if (tics != -1)
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{
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tics--;
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while (!tics)
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{
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if (!SetState (state->GetNextState ()))
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{ // mobj was removed
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return;
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}
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}
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}
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}
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void AFastProjectile::Effect()
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{
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}
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@ -179,4 +179,13 @@ public:
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void Deactivate (AActor *activator);
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};
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class AFastProjectile : public AActor
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{
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DECLARE_CLASS(AFastProjectile, AActor)
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public:
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void Tick ();
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virtual void Effect();
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};
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#endif //__A_SHAREDGLOBAL_H__
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@ -722,13 +722,12 @@ ACTOR BlasterPowered : Blaster
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// Blaster FX 1 -------------------------------------------------------------
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ACTOR BlasterFX1 native
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ACTOR BlasterFX1 : FastProjectile native
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{
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Radius 12
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Height 8
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Speed 184
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Damage 2
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Projectile
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SeeSound "weapons/blastershoot"
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DeathSound "weapons/blasterhit"
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+SPAWNSOUNDSOURCE
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@ -157,14 +157,13 @@ ACTOR CircleFlame
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// Flame Missile ------------------------------------------------------------
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ACTOR CFlameMissile native
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ACTOR CFlameMissile : FastProjectile native
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{
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Speed 200
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Radius 14
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Height 8
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Damage 8
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DamageType "Fire"
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Projectile
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+INVISIBLE
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RenderStyle Add
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@ -44,13 +44,12 @@ ACTOR MageWandSmoke
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// Wand Missile -------------------------------------------------------------
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ACTOR MageWandMissile native
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ACTOR MageWandMissile : FastProjectile native
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{
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Speed 184
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Radius 12
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Height 8
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Damage 2
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Projectile
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+RIPPER +CANNOTPUSH +NODAMAGETHRUST
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SeeSound "MageWandFire"
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States
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@ -139,4 +139,11 @@ ACTOR RandomSpawner native
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+NOGRAVITY
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}
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// Fast projectiles -----------------------------------------------------------
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ACTOR FastProjectile native
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{
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Projectile
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}
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@ -2052,6 +2052,10 @@
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RelativePath=".\src\g_shared\a_decals.cpp"
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>
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</File>
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<File
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RelativePath=".\src\g_shared\a_fastprojectile.cpp"
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>
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</File>
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<File
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RelativePath=".\src\g_shared\a_flashfader.cpp"
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>
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