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Game: make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.
Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot. git-svn-id: https://svn.eduke32.com/eduke32@5319 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 8 additions and 1 deletions
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@ -4498,10 +4498,13 @@ ACTOR_STATIC void G_MoveActors(void)
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}
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}
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case BOUNCEMINE__STATIC:
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case BOUNCEMINE__STATIC:
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if (s->xvel != 0)
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case MORTER__STATIC:
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case MORTER__STATIC:
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{
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j = A_Spawn(i,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13));
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j = A_Spawn(i,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13));
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actor[j].t_data[0] = 3;
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actor[j].t_data[0] = 3;
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}
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/* fall-through */
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case HEAVYHBOMB__STATIC:
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case HEAVYHBOMB__STATIC:
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{
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{
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int32_t p;
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int32_t p;
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@ -6,6 +6,8 @@ gamevar shoots 2605 2 // RPG
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gamevar WEAPON1_SHOOTS 2605 0
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gamevar WEAPON1_SHOOTS 2605 0
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define MORTER2 1653
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define MORTER2 1653
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// NOTE: the custom MORTER2 doesn't spawn FRAMEEFFECT like the MORTER, which
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// has some hard-wired code running.
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defineprojectile MORTER2 PROJ_WORKSLIKE 6150
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defineprojectile MORTER2 PROJ_WORKSLIKE 6150
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defineprojectile MORTER2 PROJ_SPAWNS EXPLOSION2
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defineprojectile MORTER2 PROJ_SPAWNS EXPLOSION2
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defineprojectile MORTER2 PROJ_SOUND RPG_SHOOT
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defineprojectile MORTER2 PROJ_SOUND RPG_SHOOT
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@ -32,6 +34,8 @@ definequote 400 Failed setting projectile userdata
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useractor notenemy 909 // tree trunk
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useractor notenemy 909 // tree trunk
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ifcount 120
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ifcount 120
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{
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{
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zshoot -4096 BOUNCEMINE
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// userdata: bitwise-OR in 64
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// userdata: bitwise-OR in 64
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getprojectile[MORTER2].userdata tmp
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getprojectile[MORTER2].userdata tmp
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orvar tmp 64
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orvar tmp 64
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