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- Undid the 'Spray' state change because it obviously can't work with the default blood actor.
SVN r3582 (trunk)
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parent
aa7464df66
commit
fdefd361e6
1 changed files with 12 additions and 15 deletions
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@ -4658,22 +4658,19 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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}
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}
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FState *state = th->FindState(NAME_Spray);
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if (state != NULL)
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{
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if (damage > 13)
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{
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th->SetState (state);
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}
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else if (gameinfo.gametype == GAME_Strife) // this modification is Strife-specific.
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{
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damage += 2;
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}
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}
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// Moved out of the blood actor so that replacing blood is easier
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// Moved out of the blood actor so that replacing blood is easier
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if (gameinfo.gametype & GAME_DoomStrifeChex)
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if (gameinfo.gametype & GAME_DoomStrifeChex)
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{
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{
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FState *state = th->FindState(NAME_Spray);
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if (gameinfo.gametype == GAME_Strife)
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{
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if (damage > 13)
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{
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FState *state = th->FindState(NAME_Spray);
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if (state != NULL) th->SetState (state);
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}
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else damage += 2;
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}
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int advance = 0;
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int advance = 0;
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if (damage <= 12 && damage >= 9)
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if (damage <= 12 && damage >= 9)
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{
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{
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@ -4694,7 +4691,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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for (; advance > 0; --advance)
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for (; advance > 0; --advance)
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{
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{
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// [RH] Do not set to a state we do not own.
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// [RH] Do not set to a state we do not own.
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if (ai->OwnsState(th->SpawnState + advance))
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if (!ai->OwnsState(th->SpawnState + advance))
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{
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{
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th->SetState(th->SpawnState + advance);
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th->SetState(th->SpawnState + advance);
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goto statedone;
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goto statedone;
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