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Made pause key behavior mimic Duke 1.5 and fixed a problem with FRAMEEFFECT1
git-svn-id: https://svn.eduke32.com/eduke32@67 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 7 additions and 6 deletions
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@ -4313,7 +4313,7 @@ void moveactors(void)
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case BOUNCEMINE__STATIC:
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case MORTER__STATIC:
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j = spawn(i, (PLUTOPAK ? FRAMEEFFECT1 : FRAMEEFFECT1_13) );
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j = spawn(i,(PLUTOPAK?FRAMEEFFECT1:FRAMEEFFECT1_13));
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hittype[j].temp_data[0] = 3;
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case HEAVYHBOMB__STATIC:
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@ -4902,7 +4902,6 @@ void moveexplosions(void) // STATNUM 5
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goto BOLT;
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case FRAMEEFFECT1_13__STATIC:
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if (PLUTOPAK) goto BOLT; // JBF: ideally this should never happen...
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case FRAMEEFFECT1__STATIC:
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if(s->owner >= 0)
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@ -3674,7 +3674,6 @@ short spawn( short j, short pn )
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else switch(dynamictostatic[sp->picnum])
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{
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default:
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if( actorscrptr[sp->picnum] )
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{
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if( j == -1 && sp->lotag > ud.player_skill )
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@ -6114,7 +6113,9 @@ PALONLY:
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}
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if( (sprite[s->owner].cstat&32768) == 0 )
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{
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t->picnum = hittype[s->owner].dispicnum;
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if(!hittype[s->owner].dispicnum)
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t->picnum = hittype[i].temp_data[1];
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else t->picnum = hittype[s->owner].dispicnum;
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t->pal = sprite[s->owner].pal;
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t->shade = sprite[s->owner].shade;
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t->ang = sprite[s->owner].ang;
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@ -2561,8 +2561,9 @@ void cheatkeys(short snum)
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if( sb_snum&(1<<21) )
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{
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KB_ClearKeyDown( sc_Pause );
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ud.pause_on = !ud.pause_on;
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if( ud.pause_on == 1 && sb_snum&(1<<5) ) ud.pause_on = 2;
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if(ud.pause_on)
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ud.pause_on = 0;
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else ud.pause_on = 1+SHIFTS_IS_PRESSED;
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if(ud.pause_on)
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{
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MUSIC_Pause();
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