cl_bloodtype could break playsim sync
Corrected entries were blood would spawn inconsistently because of cl_bloodtype. Blood now always spawns but is marked invisible according to cl_bloodtype.
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parent
447ce068f9
commit
662bc7a3ac
3 changed files with 19 additions and 13 deletions
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@ -4879,7 +4879,8 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos)
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const PClass *bloodcls = thing->GetBloodType();
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P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing);
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if (cl_bloodtype <= 1 && bloodcls != NULL)
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if (bloodcls != NULL)
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{
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AActor *mo;
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@ -4892,14 +4893,15 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos)
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{
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mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a);
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}
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if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE;
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}
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angle_t an;
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an = (M_Random () - 128) << 24;
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if (cl_bloodtype >= 1)
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{
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angle_t an;
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an = (M_Random () - 128) << 24;
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P_DrawSplash2 (32, thing->x, thing->y,
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thing->z + thing->height/2, an, 2, bloodcolor);
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P_DrawSplash2(32, thing->x, thing->y, thing->z + thing->height / 2, an, 2, bloodcolor);
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}
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}
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if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound))
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