- Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use: * Bounce * Bounce.Floor * Bounce.Ceiling * Bounce.Wall * Bounce.Actor * Bounce.Actor.Creature Partial matches work just like Pain states, so if an actor bounces off a floor and you don't have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state. Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will not cause it to change state. SVN r4250 (trunk)
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@ -2869,6 +2869,14 @@ bool FSlide::BounceWall (AActor *mo)
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}
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mo->velx = FixedMul(movelen, finecosine[deltaangle]);
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mo->vely = FixedMul(movelen, finesine[deltaangle]);
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if (mo->BounceFlags & BOUNCE_UseBounceState)
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{
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FState *bouncestate = mo->FindState(NAME_Bounce, NAME_Wall);
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if (bouncestate != NULL)
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{
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mo->SetState(bouncestate);
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}
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}
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return true;
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}
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@ -2906,6 +2914,22 @@ bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop)
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mo->velx = FixedMul (speed, finecosine[angle]);
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mo->vely = FixedMul (speed, finesine[angle]);
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mo->PlayBounceSound(true);
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if (mo->BounceFlags & BOUNCE_UseBounceState)
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{
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FName names[] = { NAME_Bounce, NAME_Actor, NAME_Creature };
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FState *bouncestate;
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int count = 2;
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if ((BlockingMobj->flags & MF_SHOOTABLE) && !(BlockingMobj->flags & MF_NOBLOOD))
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{
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count = 3;
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}
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bouncestate = mo->FindState(count, names);
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if (bouncestate != NULL)
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{
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mo->SetState(bouncestate);
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}
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}
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}
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else
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{
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