- fixed: EV_DoFloor was a bit too selective about which movement types were allowed to crush. Changed so that the crush parameter is always used. Also changed all non-crushing calls to explicitly pass -1 as crush damage instead of relying on EV_DoFloor to ignore the passed value.
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parent
15b1c71257
commit
6f7b83faa1
6 changed files with 27 additions and 29 deletions
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@ -3275,13 +3275,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
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{
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if (type == NAME_Fatso)
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{
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
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return;
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}
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if (type == NAME_Arachnotron)
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{
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EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0, false);
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EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, -1, 0, false);
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return;
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}
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}
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@ -3290,11 +3290,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
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switch (level.flags & LEVEL_SPECACTIONSMASK)
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{
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case LEVEL_SPECLOWERFLOOR:
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
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EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
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return;
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case LEVEL_SPECLOWERFLOORTOHIGHEST:
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EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, 0, 0, false);
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EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, -1, 0, false);
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return;
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case LEVEL_SPECOPENDOOR:
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