Retire the "suckables list" + some fixes.
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9 changed files with 135 additions and 231 deletions
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@ -5,12 +5,6 @@ extend Class SWWMHandler
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// prevents revived monsters from spawning in more golden shells
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Array<Actor> alreadygold;
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// attempt to optimize Ynykron singularity suction
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Array<Actor> suckableactors;
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// for displaying beam-type projectiles
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Array<Actor> beams;
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// legendary monster markers (for the "has mutated" message)
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Array<Inventory> legtrack;
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@ -214,20 +208,6 @@ extend Class SWWMHandler
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// for gibber throttling
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if ( e.Thing is 'mkBloodDrop' ) blods_realcnt--;
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else if ( e.Thing is 'mkFlyingGib' ) meats_realcnt--;
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if ( e.Thing.default.bSHOOTABLE || (e.Thing is 'Inventory') || SWWMUtility.ValidProjectile(e.Thing) )
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{
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// remove from suckables
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int pos = suckableactors.Find(e.Thing);
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if ( pos < suckableactors.Size() )
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suckableactors.Delete(pos);
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}
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else if ( SWWMUtility.IsBeamProj(e.Thing) )
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{
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// remove from beams
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int pos = beams.Find(e.Thing);
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if ( pos < beams.Size() )
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beams.Delete(pos);
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}
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if ( profiling ) ProfileTock(PT_WORLDTHINGDESTROYED);
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}
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@ -389,11 +369,6 @@ extend Class SWWMHandler
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let hp = Actor.Spawn("HeadpatTracker",e.Thing.pos);
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hp.target = e.Thing;
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}
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// Ynykron vortex optimization (faster than a thinker iterator)
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if ( e.Thing.bSHOOTABLE || (e.Thing is 'Inventory') || SWWMUtility.ValidProjectile(e.Thing) )
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SuckableActors.Push(e.Thing);
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else if ( SWWMUtility.IsBeamProj(e.Thing) )
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Beams.Push(e.Thing);
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// vanilla blood color changes
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if ( (e.Thing.GetClass() == "BaronOfHell") || (e.Thing.GetClass() == "HellKnight") || (e.Thing.GetClass() == "Bishop") || (e.Thing.GetClass() == "Korax") )
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{
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