- the last bits of Hexen refactored
This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
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parent
ef7be016c4
commit
2326928ff7
18 changed files with 161 additions and 146 deletions
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@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
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// every so many calls, spawn a new missile in its set directions
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if (spawndir & SHARDSPAWN_LEFT)
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{
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mo = P_SpawnMissileAngleZSpeed (self, self->z, RUNTIME_CLASS(AFrostMissile), self->angle+(ANG45/9),
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mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->angle+(ANG45/9),
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0, (20+2*spermcount)<<FRACBITS, self->target);
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if (mo)
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{
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@ -132,7 +132,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
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}
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if (spawndir & SHARDSPAWN_RIGHT)
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{
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mo = P_SpawnMissileAngleZSpeed (self, self->z, RUNTIME_CLASS(AFrostMissile), self->angle-(ANG45/9),
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mo = P_SpawnMissileAngleZSpeed (self, self->Z(), RUNTIME_CLASS(AFrostMissile), self->angle-(ANG45/9),
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0, (20+2*spermcount)<<FRACBITS, self->target);
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if (mo)
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{
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@ -144,7 +144,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
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}
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if (spawndir & SHARDSPAWN_UP)
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{
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mo = P_SpawnMissileAngleZSpeed (self, self->z+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
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mo = P_SpawnMissileAngleZSpeed (self, self->Z()+8*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
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0, (15+2*spermcount)<<FRACBITS, self->target);
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if (mo)
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{
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@ -159,7 +159,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
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}
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if (spawndir & SHARDSPAWN_DOWN)
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{
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mo = P_SpawnMissileAngleZSpeed (self, self->z-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
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mo = P_SpawnMissileAngleZSpeed (self, self->Z()-4*FRACUNIT, RUNTIME_CLASS(AFrostMissile), self->angle,
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0, (15+2*spermcount)<<FRACBITS, self->target);
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if (mo)
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{
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