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Fix respawn operation with monsters off, rewriting G_OperateRespawns().
BUILD_LUNATIC. git-svn-id: https://svn.eduke32.com/eduke32@4276 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 19 additions and 19 deletions
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@ -1696,17 +1696,15 @@ function _G_OperateRespawns(tag)
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local spr = sprite[i]
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local spr = sprite[i]
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if (spr.lotag==tag and ispic(spr.picnum, "RESPAWN")) then
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if (spr.lotag==tag and ispic(spr.picnum, "RESPAWN")) then
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if (ffiC.ud.monsters_off~=0 and isenemytile(spr.hitag)) then
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if (ffiC.ud.monsters_off==0 or not isenemytile(spr.hitag)) then
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return
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if (D.TRANSPORTERSTAR) then
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end
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local j = spawn(D.TRANSPORTERSTAR, i)
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sprite[j].z = sprite[j].z - (32*256)
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end
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if (D.TRANSPORTERSTAR) then
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-- Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
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local j = spawn(D.TRANSPORTERSTAR, i)
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spr.extra = 66-12
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sprite[j].z = sprite[j].z - (32*256)
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end
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end
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-- Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
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spr.extra = 66-12
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end
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end
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end
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end
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end
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end
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@ -971,21 +971,23 @@ REDODOOR:
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void G_OperateRespawns(int32_t low)
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void G_OperateRespawns(int32_t low)
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{
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{
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int32_t j, nexti, i = headspritestat[STAT_FX];
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int32_t i, nexti;
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while (i >= 0)
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for (SPRITES_OF_STAT_SAFE(STAT_FX, i, nexti))
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{
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{
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nexti = nextspritestat[i];
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spritetype *respr = &sprite[i];
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if ((SLT == low) && (PN == RESPAWN))
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if (respr->lotag == low && respr->picnum == RESPAWN)
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{
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{
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if (A_CheckEnemyTile(SHT) && ud.monsters_off) break;
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if (!ud.monsters_off || !A_CheckEnemyTile(respr->hitag))
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{
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int32_t j = A_Spawn(i, TRANSPORTERSTAR);
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sprite[j].z -= (32<<8);
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j = A_Spawn(i,TRANSPORTERSTAR);
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// Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
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sprite[j].z -= (32<<8);
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respr->extra = 66-12;
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}
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sprite[i].extra = 66-12; // Just a way to killit
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}
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}
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i = nexti;
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}
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}
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}
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}
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