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Fix the bug I caused with custom projectiles :p
git-svn-id: https://svn.eduke32.com/eduke32@3067 1a8010ca-5511-0410-912e-c29ae57300e0
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084ec632ea
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1 changed files with 23 additions and 19 deletions
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@ -2539,22 +2539,13 @@ ACTOR_STATIC void G_MoveWeapons(void)
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if (proj->workslike & PROJECTILE_SPIT && s->zvel < 6144)
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if (proj->workslike & PROJECTILE_SPIT && s->zvel < 6144)
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s->zvel += g_spriteGravity-112;
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s->zvel += g_spriteGravity-112;
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k = s->xvel;
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ll = s->zvel;
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if (sector[s->sectnum].lotag == 2)
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{
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k >>= 1;
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ll >>= 1;
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}
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A_GetZLimits(i);
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A_GetZLimits(i);
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if (proj->trail >= 0)
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if (proj->trail >= 0)
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{
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{
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int32_t f;
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int32_t cnt;
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for (f=0; f<=proj->tnum; f++)
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for (cnt=0; cnt<=proj->tnum; cnt++)
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{
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{
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j = A_Spawn(i,proj->trail);
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j = A_Spawn(i,proj->trail);
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@ -2568,6 +2559,18 @@ ACTOR_STATIC void G_MoveWeapons(void)
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}
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}
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}
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}
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{
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int32_t cnt = proj->movecnt;
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k = s->xvel;
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ll = s->zvel;
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if (sector[s->sectnum].lotag == 2)
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{
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k >>= 1;
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ll >>= 1;
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}
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do
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do
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{
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{
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vec3_t tmpvect;
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vec3_t tmpvect;
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@ -2579,7 +2582,8 @@ ACTOR_STATIC void G_MoveWeapons(void)
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j = A_MoveSprite(i, &tmpvect, CLIPMASK1);
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j = A_MoveSprite(i, &tmpvect, CLIPMASK1);
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}
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}
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while (!j && --proj->movecnt);
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while (!j && --cnt > 0);
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}
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if (!(proj->workslike & PROJECTILE_BOUNCESOFFWALLS) &&
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if (!(proj->workslike & PROJECTILE_BOUNCESOFFWALLS) &&
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s->yvel >= 0 && sprite[s->yvel].sectnum != MAXSECTORS)
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s->yvel >= 0 && sprite[s->yvel].sectnum != MAXSECTORS)
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