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make TrapExploder feature controlled by a flag.
This part of nnext can be retained easily this way.
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e1ae2a091e
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2 changed files with 2 additions and 3 deletions
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@ -4130,9 +4130,8 @@ void actExplodeSprite(DBloodActor* actor)
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int nSnd = 304;
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int nSeq = 4;
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#ifdef NOONE_EXTENSIONS
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// allow to customize hidden exploder trap
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if (gModernMap)
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if (currentLevel->featureflags & kFeatureCustomTrapExploder)
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{
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nType = actor->xspr.data1; // Explosion type
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int tSeq = actor->xspr.data2; // SEQ id
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@ -4150,7 +4149,6 @@ void actExplodeSprite(DBloodActor* actor)
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if (tSeq > 0) nSeq = tSeq;
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if (tSnd > 0) nSnd = tSnd;
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}
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#endif
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if (getSequence(nSeq)) seqSpawn(nSeq, actor);
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sfxPlay3DSound(actor, nSnd, -1, 0);
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@ -280,6 +280,7 @@ enum EFeatureFlags
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kFeatureCustomAmmoCount = 1,
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kFeatureEnemyAttacks = 2,
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kFeatureCustomClipdist = 4,
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kFeatureCustomTrapExploder = 8,
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};
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constexpr int BMAX_PATH = 260;
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