- 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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ef7be016c4
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18 changed files with 161 additions and 146 deletions
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@ -202,9 +202,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
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for (int i = countof(GibTypes)-1; i >= 0; --i)
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{
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mo = Spawn (GibTypes[i],
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self->x+((pr_serpentgibs()-128)<<12),
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self->y+((pr_serpentgibs()-128)<<12),
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fixedvec2 pos = self->Vec2Offset(
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((pr_serpentgibs() - 128) << 12),
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((pr_serpentgibs() - 128) << 12));
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mo = Spawn (GibTypes[i], pos.x, pos.y,
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self->floorz+FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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@ -256,7 +258,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
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DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
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{
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if (self->z <= self->floorz)
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if (self->Z() <= self->floorz)
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{
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if (Terrains[P_GetThingFloorType(self)].IsLiquid)
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{
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