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- Fixed: Lost Souls spawned by Pain Elementals were not killed by DF2_KILLBOSSMONST.
SVN r4047 (trunk)
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parent
6a1f28e400
commit
9cca4ff71d
2 changed files with 15 additions and 7 deletions
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@ -79,16 +79,22 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
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// New dmflag: Kill all boss spawned monsters before ending the level.
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// New dmflag: Kill all boss spawned monsters before ending the level.
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if (dmflags2 & DF2_KILLBOSSMONST)
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if (dmflags2 & DF2_KILLBOSSMONST)
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{
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{
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TThinkerIterator<AActor> it;
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int count; // Repeat until we have no more boss-spawned monsters.
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AActor *mo;
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do // (e.g. Pain Elementals can spawn more to kill upon death.)
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while ((mo = it.Next()))
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{
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{
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if (mo->flags4 & MF4_BOSSSPAWNED)
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TThinkerIterator<AActor> it;
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AActor *mo;
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count = 0;
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while ((mo = it.Next()))
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{
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{
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P_DamageMobj(mo, self, self, mo->health, NAME_None,
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if (mo->health > 0 && mo->flags4 & MF4_BOSSSPAWNED)
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DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
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{
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P_DamageMobj(mo, self, self, mo->health, NAME_None,
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DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
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count++;
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}
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}
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}
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}
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} while (count != 0);
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}
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}
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G_ExitLevel (0, false);
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G_ExitLevel (0, false);
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@ -111,6 +111,8 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int
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other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);
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other = Spawn (spawntype, x, y, z, ALLOW_REPLACE);
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// Transfer boss-spawned flag
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other->flags4 |= self->flags4 & MF4_BOSSSPAWNED;
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// Check to see if the new Lost Soul's z value is above the
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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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// ceiling of its new sector, or below the floor. If so, kill it.
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