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- turning one check in hitradius into a flag.
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5061d5b37c
commit
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5 changed files with 30 additions and 9 deletions
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@ -398,13 +398,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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act2->spr.xvel += (actor->spr.extra << 2);
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}
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if (act2->spr.picnum == PODFEM1 || act2->spr.picnum == FEM1 ||
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act2->spr.picnum == FEM2 || act2->spr.picnum == FEM3 ||
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act2->spr.picnum == FEM4 || act2->spr.picnum == FEM5 ||
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act2->spr.picnum == FEM6 || act2->spr.picnum == FEM7 ||
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act2->spr.picnum == FEM8 || act2->spr.picnum == FEM9 ||
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act2->spr.picnum == FEM10 || act2->spr.picnum == STATUE ||
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act2->spr.picnum == STATUEFLASH || act2->spr.picnum == SPACEMARINE || act2->spr.picnum == QUEBALL || act2->spr.picnum == STRIPEBALL)
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if (gs.actorinfo[act2->spr.picnum].flags & SFLAG_HITRADIUSCHECK)
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fi.checkhitsprite(act2, actor);
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}
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else if (actor->spr.extra == 0) act2->extra = 0;
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@ -335,8 +335,7 @@ void hitradius_r(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h
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act2->spr.xvel += (act2->spr.extra << 2);
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}
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if (act2->spr.picnum == STATUEFLASH || act2->spr.picnum == QUEBALL ||
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act2->spr.picnum == STRIPEBALL || act2->spr.picnum == BOWLINGPIN)
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if (gs.actorinfo[act2->spr.picnum].flags & SFLAG_HITRADIUSCHECK)
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fi.checkhitsprite(act2, actor);
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if (act2->spr.picnum != RADIUSEXPLOSION &&
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@ -311,6 +311,7 @@ enum sflags_t
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SFLAG_INTERNAL_BADGUY = 0x08000000, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
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SFLAG_KILLCOUNT = 0x10000000,
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SFLAG_NOCANSEECHECK = 0x20000000,
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SFLAG_HITRADIUSCHECK = 0x40000000,
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};
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enum
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@ -224,6 +224,25 @@ void initactorflags_d()
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GREENSLIME + 7,
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});
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setflag(SFLAG_HITRADIUSCHECK, {
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PODFEM1 ,
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FEM1,
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FEM2,
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FEM3,
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FEM4,
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FEM5,
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FEM6,
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FEM7,
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FEM8,
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FEM9,
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FEM10,
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STATUE,
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STATUEFLASH,
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SPACEMARINE,
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QUEBALL,
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STRIPEBALL
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});
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gs.actorinfo[ORGANTIC].aimoffset = 32 << 8;
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gs.actorinfo[ROTATEGUN].aimoffset = 32 << 8;
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@ -198,6 +198,14 @@ void initactorflags_r()
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DOLPHIN2,
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TOUGHGAL });
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setflag(SFLAG_HITRADIUSCHECK, {
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STATUEFLASH,
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BOWLINGPIN,
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QUEBALL,
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STRIPEBALL
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});
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gs.actorinfo[RPG2].flags |= SFLAG_FORCEAUTOAIM;
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gs.weaponsandammosprites[0] = RPGSPRITE;
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