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- fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP.
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1 changed files with 0 additions and 7 deletions
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@ -343,11 +343,6 @@ STATEp sg_CoolieDead[] =
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s_CoolieDead
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s_CoolieDead
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};
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};
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STATE s_CoolieDeadHead[] =
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{
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{COOLIE_DEAD_HEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDeadHead[0]}
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};
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/*
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/*
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typedef struct
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typedef struct
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{
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{
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@ -578,7 +573,6 @@ int SpawnCoolg(short SpriteNum)
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// Don't do a ghost every time
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// Don't do a ghost every time
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if (RANDOM_RANGE(1000) > 700)
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if (RANDOM_RANGE(1000) > 700)
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{
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{
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ChangeState(SpriteNum,&s_CoolieDeadHead[0]);
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return(0);
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return(0);
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}
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}
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@ -728,7 +722,6 @@ static saveable_data saveable_coolie_data[] =
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SAVE_DATA(sg_CoolieDead),
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SAVE_DATA(sg_CoolieDead),
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SAVE_DATA(CoolieActionSet),
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SAVE_DATA(CoolieActionSet),
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SAVE_DATA(s_CoolieDeadHead),
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};
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};
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saveable_module saveable_coolie =
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saveable_module saveable_coolie =
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