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Rework hardcoded BADGUY sprite flag initialization (i.e. amend r3257).
Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY. This fixes an issue where in E1L4, a pigcop would appear in the area you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing the range of relevant revisions. git-svn-id: https://svn.eduke32.com/eduke32@3426 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 5 additions and 1 deletions
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@ -8151,6 +8151,9 @@ void A_PlayAlertSound(int32_t i)
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int32_t A_CheckEnemyTile(int32_t pn)
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{
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if (g_tile[pn].flags & SPRITE_HARDCODED_BADGUY)
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return 1;
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return A_CheckSpriteTileFlags(pn, SPRITE_BADGUY);
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}
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@ -212,6 +212,7 @@ enum sflags_t {
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// rotation-fixed wrt a pivot point to prevent position diverging due to
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// roundoff error accumulation:
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SPRITE_ROTFIXED = 0x00020000,
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SPRITE_HARDCODED_BADGUY = 0x00040000,
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};
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// custom projectiles
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@ -9673,7 +9673,7 @@ static void G_LoadExtraPalettes(void)
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kclose(fp);
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}
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#define SETBGFLAG(Tilenum) g_tile[Tilenum].flags |= SPRITE_BADGUY
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#define SETBGFLAG(Tilenum) g_tile[Tilenum].flags |= SPRITE_HARDCODED_BADGUY
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// Has to be after setting the dynamic names (e.g. SHARK).
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static void A_InitEnemyFlags(void)
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