- scriptified A_Explode and relatives.
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8 changed files with 199 additions and 218 deletions
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@ -6777,29 +6777,6 @@ DEFINE_ACTION_FUNCTION(AActor, HitFloor)
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ACTION_RETURN_BOOL(P_HitFloor(self));
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}
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//---------------------------------------------------------------------------
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//
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// P_CheckSplash
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//
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// Checks for splashes caused by explosions
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//
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//---------------------------------------------------------------------------
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void P_CheckSplash(AActor *self, double distance)
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{
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sector_t *floorsec;
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self->Sector->LowestFloorAt(self, &floorsec);
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if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
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{
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// Explosion splashes never alert monsters. This is because A_Explode has
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// a separate parameter for that so this would get in the way of proper
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// behavior.
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DVector3 pos = self->PosRelative(floorsec);
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pos.Z = self->floorz;
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P_HitWater (self, floorsec, pos, false, false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_CheckMissileSpawn
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