- Part 2 of the sanity crusade.
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2c06987f67
commit
c4b742ebf0
18 changed files with 59 additions and 69 deletions
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@ -1979,11 +1979,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
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bool blockingtg = (BlockingMobj->target != NULL);
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if (BlockingMobj->flags7 & MF7_AIMREFLECT && (tg || blockingtg))
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{
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AActor *origin;
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if (tg)
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origin = mo->target;
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else if (blockingtg)
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origin = BlockingMobj->target;
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AActor *origin=tg ? mo->target : BlockingMobj->target;
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float speed = (float)(mo->Speed);
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//dest->x - source->x
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@ -3496,11 +3492,13 @@ void AActor::Tick ()
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velz <= 0 &&
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floorz == z)
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{
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secplane_t floorplane = floorsector->floorplane;
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secplane_t floorplane;
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#ifdef _3DFLOORS
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// Check 3D floors as well
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floorplane = P_FindFloorPlane(floorsector, x, y, floorz);
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#else
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floorplane = floorsector->floorplane;
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#endif
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if (floorplane.c < STEEPSLOPE &&
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@ -5631,18 +5629,25 @@ static fixed_t GetDefaultSpeed(const PClass *type)
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AActor *P_SpawnMissile (AActor *source, AActor *dest, const PClass *type, AActor *owner)
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{
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if(!source)
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return NULL;
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return P_SpawnMissileXYZ (source->x, source->y, source->z + 32*FRACUNIT + source->GetBobOffset(),
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source, dest, type, true, owner);
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}
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AActor *P_SpawnMissileZ (AActor *source, fixed_t z, AActor *dest, const PClass *type)
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{
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if(!source)
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return NULL;
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return P_SpawnMissileXYZ (source->x, source->y, z, source, dest, type);
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}
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AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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AActor *source, AActor *dest, const PClass *type, bool checkspawn, AActor *owner)
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{
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if(!source)
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return NULL;
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if (dest == NULL)
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{
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Printf ("P_SpawnMissilyXYZ: Tried to shoot %s from %s with no dest\n",
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@ -5712,6 +5717,8 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const PClass *type)
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{
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if(!source)
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return NULL;
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angle_t an;
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fixed_t dist;
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AActor *th = Spawn (type, source->x, source->y, source->z + 4*8*FRACUNIT, ALLOW_REPLACE);
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@ -5753,6 +5760,8 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
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AActor *P_SpawnMissileAngle (AActor *source, const PClass *type,
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angle_t angle, fixed_t velz)
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{
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if(!source)
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return NULL;
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return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
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type, angle, velz, GetDefaultSpeed (type));
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}
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@ -5760,12 +5769,16 @@ AActor *P_SpawnMissileAngle (AActor *source, const PClass *type,
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AActor *P_SpawnMissileAngleZ (AActor *source, fixed_t z,
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const PClass *type, angle_t angle, fixed_t velz)
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{
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if(!source)
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return NULL;
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return P_SpawnMissileAngleZSpeed (source, z, type, angle, velz,
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GetDefaultSpeed (type));
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}
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AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PClass *type)
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{
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if(!source)
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return NULL;
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angle_t an;
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fixed_t dist;
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fixed_t speed;
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@ -5796,6 +5809,8 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
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AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type,
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angle_t angle, fixed_t velz, fixed_t speed)
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{
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if(!source)
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return NULL;
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return P_SpawnMissileAngleZSpeed (source, source->z + 32*FRACUNIT + source->GetBobOffset(),
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type, angle, velz, speed);
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}
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@ -5803,6 +5818,8 @@ AActor *P_SpawnMissileAngleSpeed (AActor *source, const PClass *type,
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AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
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const PClass *type, angle_t angle, fixed_t velz, fixed_t speed, AActor *owner, bool checkspawn)
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{
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if(!source)
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return NULL;
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AActor *mo;
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if (z != ONFLOORZ && z != ONCEILINGZ && source != NULL)
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@ -5840,6 +5857,8 @@ AActor *P_SpawnMissileAngleZSpeed (AActor *source, fixed_t z,
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AActor *P_SpawnPlayerMissile (AActor *source, const PClass *type)
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{
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if(!source)
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return NULL;
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return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->angle);
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}
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