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* "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.
The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again. git-svn-id: https://svn.eduke32.com/eduke32@1967 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 28 additions and 5 deletions
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@ -3267,7 +3267,10 @@ ACTOR_STATIC void G_MoveTransports(void)
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g_player[p].ps->vel.z += 512;
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}
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if (onfloorz && sectlotag == 2 && g_player[p].ps->pos.z <= sector[sect].ceilingz /*&& g_player[p].ps->vel.z == 0*/)
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// r1449-:
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if (onfloorz && sectlotag == 2 && g_player[p].ps->pos.z < (sector[sect].ceilingz+1080) && g_player[p].ps->vel.z == 0)
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// r1450+, breaks submergible slime in bobsp2:
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// if (onfloorz && sectlotag == 2 && g_player[p].ps->pos.z <= sector[sect].ceilingz /*&& g_player[p].ps->vel.z == 0*/)
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{
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k = 1;
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// if( sprite[j].extra <= 0) break;
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@ -3320,8 +3323,8 @@ ACTOR_STATIC void G_MoveTransports(void)
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break;
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case STAT_PROJECTILE:
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// comment out to make RPGs pass through water:
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if (sectlotag != 0) goto JBOLT;
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// comment out to make RPGs pass through water: (r1450 breaks this)
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// if (sectlotag != 0) goto JBOLT;
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case STAT_ACTOR:
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if ((sprite[j].picnum == SHARK) || (sprite[j].picnum == COMMANDER) || (sprite[j].picnum == OCTABRAIN)
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|| ((sprite[j].picnum >= GREENSLIME) && (sprite[j].picnum <= GREENSLIME+7)))
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@ -8088,7 +8091,9 @@ void G_MoveWorld(void)
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{
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int32_t i, p, j, k = MAXSTATUS-1, pl;
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#ifdef POLYMER
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int32_t numsavedfires = 0;
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#endif
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do
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{
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i = headspritestat[k];
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@ -8222,6 +8227,10 @@ void G_MoveWorld(void)
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case BURNING2__STATIC:
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{
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uint32_t color;
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int32_t jj;
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static int32_t savedfires[32][4]; // sectnum x y z
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/*
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if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
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if (s->z > Actor[i].floorz+2048) break;
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@ -8235,7 +8244,21 @@ void G_MoveWorld(void)
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default: color = 255+(95<<8); break;
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}
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for (jj=numsavedfires-1; jj>=0; jj--)
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if (savedfires[jj][0]==s->sectnum && savedfires[jj][1]==(s->x>>3) &&
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savedfires[jj][2]==(s->y>>3) && savedfires[jj][3]==(s->z>>7))
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break;
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if (jj==-1 && numsavedfires<32)
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{
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jj = numsavedfires;
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD2, color, PR_LIGHT_PRIO_HIGH_GAME);
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savedfires[jj][0] = s->sectnum;
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savedfires[jj][1] = s->x>>3;
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savedfires[jj][2] = s->y>>3;
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savedfires[jj][3] = s->z>>7;
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numsavedfires++;
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}
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}
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break;
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