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Fix "shooting" tripbombs from non-players such as the SE shooter.
Well, this never worked anyway, but invoking demons flying out of your nose is never a good idea. git-svn-id: https://svn.eduke32.com/eduke32@2977 1a8010ca-5511-0410-912e-c29ae57300e0
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3c5aeae341
commit
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2 changed files with 16 additions and 10 deletions
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@ -6807,6 +6807,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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}
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// If we still see the opening, we can't yet teleport.
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if (t[0]==-1)
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{
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if (sc->floorz > t[3])
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@ -321,8 +321,8 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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hitdata_t hit;
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vec3_t srcvect;
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char sizx,sizy;
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spritetype *s = &sprite[i];
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int16_t sect = s->sectnum;
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spritetype *const s = &sprite[i];
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const int16_t sect = s->sectnum;
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const int32_t p = (s->picnum == APLAYER) ? s->yvel : -1;
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DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
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@ -1721,19 +1721,20 @@ SKIPBULLETHOLE:
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return j;
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case HANDHOLDINGLASER__STATIC:
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{
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const int32_t zoff = (p>=0) ? g_player[p].ps->pyoff : 0;
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if (p >= 0)
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zvel = (100-ps->horiz-ps->horizoff)*32;
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else zvel = 0;
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if (actor[i].shootzvel) zvel = actor[i].shootzvel;
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srcvect.z -= g_player[p].ps->pyoff;
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srcvect.z -= zoff;
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hitscan((const vec3_t *)&srcvect,sect,
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sintable[(sa+512)&2047],
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sintable[sa&2047],
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zvel<<6,&hit,CLIPMASK1);
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srcvect.z += zoff;
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srcvect.z += g_player[p].ps->pyoff;
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j = 0;
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if (hit.sprite >= 0) break;
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@ -1751,7 +1752,8 @@ SKIPBULLETHOLE:
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if (j == 1)
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{
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int32_t lTripBombControl=Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, g_player[p].ps->i, p);
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int32_t lTripBombControl = (p < 0) ? 0 :
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Gv_GetVarByLabel("TRIPBOMB_CONTROL", TRIPBOMB_TRIPWIRE, g_player[p].ps->i, p);
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k = A_InsertSprite(hit.sect,hit.pos.x,hit.pos.y,hit.pos.z,TRIPBOMB,-16,4,5,sa,0,0,i,6);
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if (lTripBombControl & TRIPBOMB_TIMER)
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{
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@ -1764,18 +1766,21 @@ SKIPBULLETHOLE:
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actor[k].t_data[6]=1;
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}
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else
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sprite[k].hitag = k;
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A_PlaySound(LASERTRIP_ONWALL,k);
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sprite[k].xvel = -20;
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A_SetSprite(k,CLIPMASK0);
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sprite[k].cstat = 16;
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actor[k].t_data[5] = sprite[k].ang = getangle(wall[hit.wall].x-wall[wall[hit.wall].point2].x,wall[hit.wall].y-wall[wall[hit.wall].point2].y)-512;
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{
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int32_t p2 = wall[hit.wall].point2;
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int32_t a = getangle(wall[hit.wall].x-wall[p2].x, wall[hit.wall].y-wall[p2].y)-512;
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actor[k].t_data[5] = sprite[k].ang = a;
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}
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}
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return j?k:-1;
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}
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case BOUNCEMINE__STATIC:
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case MORTER__STATIC:
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