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fix cerberus spinning not just if NOONE_EXTENSIONS is enabled
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parent
256bc3ec08
commit
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1 changed files with 5 additions and 5 deletions
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@ -167,7 +167,6 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
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if (pXSector->Depth)
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if (pXSector->Depth)
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Depth = 1;
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Depth = 1;
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if (sector[nSector].type == kSectorDamage || pXSector->damageType > 0) {
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if (sector[nSector].type == kSectorDamage || pXSector->damageType > 0) {
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#ifdef NOONE_EXTENSIONS
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// a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
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// a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used.
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// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
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// It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like
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// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
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// in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as
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@ -175,16 +174,17 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange)
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switch (pSprite->type) {
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switch (pSprite->type) {
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case kDudeCerberusTwoHead: // Cerberus
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case kDudeCerberusTwoHead: // Cerberus
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case kDudeCerberusOneHead: // 1 Head Cerberus
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case kDudeCerberusOneHead: // 1 Head Cerberus
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if (VanillaMode() || !isImmune(pSprite, pXSector->damageType))
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if (VanillaMode()
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#ifdef NOONE_EXTENSIONS
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|| !isImmune(pSprite, pXSector->damageType)
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#endif
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)
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Crusher = 1;
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Crusher = 1;
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break;
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break;
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default:
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default:
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Crusher = 1;
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Crusher = 1;
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break;
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break;
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}
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}
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#else
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Crusher = 1;
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#endif
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}
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}
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}
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}
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int nUpper = gUpperLink[nSector];
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int nUpper = gUpperLink[nSector];
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