Try to fix player bumping into random things that shouldn't be collidable.
Frantic attempt at preventing desyncs by adding "FloatBobPhase 0" to a lot of actors. Boss brains count towards kills (prevents players from getting an "all kills" bonus without having actually beaten the boss proper).
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parent
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5 changed files with 21 additions and 3 deletions
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r662 \cu(Sat 5 Dec 21:57:50 CET 2020)";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r663 \cu(Sun 6 Dec 01:43:50 CET 2020)";
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@ -307,6 +307,7 @@ Class SWWMBossBrain : BossBrain
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Radius 20;
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Height 40;
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+NOBLOOD;
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+COUNTKILL;
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}
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States
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{
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@ -421,6 +422,7 @@ Class SWWMSmoke : Actor
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+NOTELEPORT;
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+NOINTERACTION;
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Scale .3;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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@ -531,6 +533,7 @@ Class SWWMHalfSmoke : Actor
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+NOTELEPORT;
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+NOINTERACTION;
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Scale 0.3;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -656,6 +659,7 @@ Class SWWMBubble : Actor
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+THRUACTORS;
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+NOINTERACTION;
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Scale 0.5;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -756,6 +760,7 @@ Class SWWMSpark : Actor
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+NOINTERACTION;
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Gravity 0.2;
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Scale 0.05;
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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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@ -898,6 +903,7 @@ Class SWWMChip : Actor
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+NOINTERACTION;
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Gravity 0.35;
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Scale 0.2;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -1089,6 +1095,7 @@ Class SWWMItemFog : Actor
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+ROLLCENTER;
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+NOINTERACTION;
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+FORCEXYBILLBOARD;
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FloatBobPhase 0;
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}
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States
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{
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@ -1145,6 +1152,7 @@ Class SWWMTeleportSparkle : Actor
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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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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@ -1172,6 +1180,7 @@ Class SWWMTeleportFog : Actor
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+FORCEXYBILLBOARD;
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Radius .1;
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Height 0.;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -1233,6 +1242,7 @@ Class SWWMPickupFlash : Actor
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+ROLLCENTER;
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+NOINTERACTION;
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+FORCEXYBILLBOARD;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -1332,6 +1342,7 @@ Class InvisibleSplasher : Actor
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Radius 2;
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Radius 2;
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+NOBLOCKMAP; // needed to prevent infinite loops with some 3D floor water (yes, you read that right)
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FloatBobPhase 0;
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}
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States
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{
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@ -1476,6 +1487,7 @@ Class SWWMShadow : Actor
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+NOINTERACTION;
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+DONTSPLASH;
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+NOTELEPORT;
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FloatBobPhase 0;
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}
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States
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{
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@ -374,6 +374,7 @@ Class FancyConfetti : Actor
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+ROLLCENTER;
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+SLIDESONWALLS;
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Gravity 0.05;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -437,6 +438,7 @@ Class SuperFancySparkle : Actor
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+ROLLCENTER;
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+FORCEXYBILLBOARD;
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+NOINTERACTION;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -435,6 +435,7 @@ Class SWWMCasing : Actor abstract
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WallBounceFactor 0.65;
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BounceFactor 0.65;
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BounceSound "explodium/casing";
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -729,7 +729,7 @@ Class Demolitionist : PlayerPawn
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while ( (spd > 0) && bi.Next() )
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{
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a = bi.Thing;
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if ( !a || (a == self) || (!a.bSOLID && !a.bSHOOTABLE) || a.bTHRUACTORS ) continue;
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if ( !a || (a == self) || (!a.bSOLID && !a.bSHOOTABLE) || a.bTHRUACTORS || a.bCORPSE ) continue;
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if ( !SWWMUtility.ExtrudeIntersect(self,a,dir*spd,8,16) ) continue;
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if ( !CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) continue;
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Vector3 diff = level.Vec3Diff(pos,a.pos);
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@ -883,7 +883,7 @@ Class Demolitionist : PlayerPawn
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bTHRUACTORS = true;
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for ( int i=1; i<=8; i++ )
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{
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if ( (spd > 0) && !bumped && !TryMove(Vec2Offset(steppy.x,steppy.y),1,false,tm) && BlockingLine )
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if ( (spd > 0) && !bumped && !TryMove(Vec2Offset(steppy.x,steppy.y),1,false,tm) && SWWMUtility.BlockingLineIsBlocking(self,Line.ML_BLOCKEVERYTHING|Line.ML_BLOCKING|Line.ML_BLOCK_PLAYERS) )
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{
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Vector3 wallnorm = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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int lside = 1;
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@ -2336,6 +2336,7 @@ Class DashTrail : Actor
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+DONTSPLASH;
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+NOTELEPORT;
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+NOINTERACTION;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -2383,6 +2384,7 @@ Class DashTrail2 : Actor
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+DONTSPLASH;
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+NOTELEPORT;
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+NOINTERACTION;
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FloatBobPhase 0;
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}
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override void PostBeginPlay()
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{
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@ -2640,6 +2642,7 @@ Class DemolitionistSelfLight : Actor
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+NOBLOCKMAP;
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+DONTSPLASH;
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+NOINTERACTION;
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FloatBobPhase 0;
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}
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bool activelight()
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{
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