Add SYNCHRONIZED flag to various non-interacting actors (which may be client-side, I have not checked).
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7 changed files with 27 additions and 3 deletions
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@ -233,6 +233,7 @@ Class GoldShellSparkle : Actor
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+NOGRAVITY;
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+NOBLOCKMAP;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+DONTSPLASH;
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+NOTELEPORT;
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+FORCEXYBILLBOARD;
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@ -372,6 +372,8 @@ Class FancyConfetti : Actor
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+INTERPOLATEANGLES;
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOINTERACTION;
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+SYNCHRONIZED;
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Gravity 0.05;
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FloatBobPhase 0;
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}
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@ -564,6 +566,7 @@ Class SuperFancySparkle : Actor
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+INTERPOLATEANGLES;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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+SYNCHRONIZED;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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@ -58,7 +58,9 @@ Class SWWMKeyGesture : SWWMItemGesture abstract
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States
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{
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Fire:
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XZW1 A 3 A_Jump(128,"Fire2","Fire3");
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XZW1 A 0 A_Jump(256,"Fire1","Fire2","Fire3");
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Fire1:
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XZW1 A 3;
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XZW1 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
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XZW1 CDEF 3;
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XZW1 GHIJKLMNO 4;
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@ -86,6 +86,7 @@ Class SWWMSmoke : Actor
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+THRUACTORS;
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+NOTELEPORT;
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+NOINTERACTION;
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+SYNCHRONIZED;
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Scale .3;
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FloatBobPhase 0;
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}
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@ -204,6 +205,7 @@ Class SWWMHalfSmoke : Actor
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+ROLLCENTER;
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+NOTELEPORT;
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+NOINTERACTION;
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+SYNCHRONIZED;
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Scale 0.3;
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FloatBobPhase 0;
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}
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@ -288,6 +290,7 @@ Class SWWMBubble : Actor
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+NOTELEPORT;
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+THRUACTORS;
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+NOINTERACTION;
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+SYNCHRONIZED;
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Scale 0.5;
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FloatBobPhase 0;
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}
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@ -422,6 +425,7 @@ Class SWWMSpark : Actor
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+NOTELEPORT;
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+DONTSPLASH;
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+NOINTERACTION;
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+SYNCHRONIZED;
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Gravity 0.2;
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Scale 0.05;
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FloatBobPhase 0;
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@ -590,6 +594,7 @@ Class SWWMChip : Actor
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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+SYNCHRONIZED;
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Gravity 0.35;
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Scale 0.2;
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FloatBobPhase 0;
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@ -789,6 +794,7 @@ Class SWWMItemFog : Actor
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+FORCEXYBILLBOARD;
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FloatBobPhase 0;
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}
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@ -858,6 +864,7 @@ Class SWWMTeleportSparkle : Actor
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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+SYNCHRONIZED;
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FloatBobPhase 0;
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}
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override void Tick()
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@ -967,6 +974,7 @@ Class SWWMTeleportFog : Actor
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+NOBLOCKMAP;
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+DONTSPLASH;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+FORCEXYBILLBOARD;
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Radius .1;
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Height 0.;
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@ -1042,6 +1050,7 @@ Class SWWMPickupFlash : Actor
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+FORCEXYBILLBOARD;
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FloatBobPhase 0;
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}
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@ -1189,6 +1198,7 @@ Class InvisibleSplasher : Actor
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Radius 2;
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Height 4;
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+NOBLOCKMAP; // needed to prevent infinite loops with some 3D floor water (yes, you read that right)
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+SYNCHRONIZED;
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FloatBobPhase 0;
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}
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States
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@ -1314,6 +1324,7 @@ Class SWWMPuff : Actor
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Height 0.;
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+NOBLOCKMAP;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+DONTSPLASH;
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+NOTELEPORT;
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+ALWAYSPUFF;
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@ -1415,6 +1426,7 @@ Class SWWMShadow : Actor
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Height 0.;
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+NOBLOCKMAP;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+DONTSPLASH;
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+NOTELEPORT;
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FloatBobPhase 0;
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@ -1436,6 +1448,7 @@ Class SWWMBaseSplash : Actor
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Height 0.;
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+NOBLOCKMAP;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+DONTSPLASH;
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+NOTELEPORT;
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FloatBobPhase 0;
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@ -277,6 +277,7 @@ Class DashTrail : Actor
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+DONTSPLASH;
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+NOTELEPORT;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+MASTERNOSEE;
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FloatBobPhase 0;
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}
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@ -335,6 +336,7 @@ Class DashTrail2 : Actor
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+DONTSPLASH;
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+NOTELEPORT;
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+NOINTERACTION;
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+SYNCHRONIZED;
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+MASTERNOSEE;
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FloatBobPhase 0;
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}
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@ -388,6 +390,8 @@ Class DemolitionistRadiusShockwaveTail : Actor
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+DONTSPLASH;
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+NOTELEPORT;
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+NOINTERACTION;
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+SYNCHRONIZED;
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FloatBobPhase 0;
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}
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override void Tick()
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{
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@ -22,6 +22,7 @@ Class SWWMCasing : Actor abstract
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+NOTELEPORT;
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+ROLLSPRITE;
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+ROLLCENTER;
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+SYNCHRONIZED;
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Mass 1;
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Gravity 0.35;
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BounceType "Hexen";
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