- next round of refactoring.
This contains some advance work for handling line-to-line portals in A_PainShootSkull. This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
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8 changed files with 93 additions and 52 deletions
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@ -612,8 +612,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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if (linetarget != NULL)
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{
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AActor *spray = Spawn(spraytype, linetarget->x, linetarget->y,
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linetarget->z + (linetarget->height >> 2), ALLOW_REPLACE);
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AActor *spray = Spawn(spraytype, linetarget->X(), linetarget->Y(),
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linetarget->Z() + (linetarget->height >> 2), ALLOW_REPLACE);
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int dmgFlags = 0;
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FName dmgType = NAME_BFGSplash;
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