Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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214
src/g_hexen/a_blastradius.cpp
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214
src/g_hexen/a_blastradius.cpp
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#define BLAST_RADIUS_DIST 255*FRACUNIT
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#define BLAST_SPEED 20*FRACUNIT
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#define BLAST_FULLSTRENGTH 255
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// Disc of Repulsion --------------------------------------------------------
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class AArtiBlastRadius : public AInventory
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{
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DECLARE_ACTOR (AArtiBlastRadius, AInventory)
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public:
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bool Use (bool pickup);
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const char *PickupMessage ();
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protected:
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void BlastActor (AActor *victim, fixed_t strength);
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};
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FState AArtiBlastRadius::States[] =
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{
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S_BRIGHT (BLST, 'A', 4, NULL , &States[1]),
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S_BRIGHT (BLST, 'B', 4, NULL , &States[2]),
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S_BRIGHT (BLST, 'C', 4, NULL , &States[3]),
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S_BRIGHT (BLST, 'D', 4, NULL , &States[4]),
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S_BRIGHT (BLST, 'E', 4, NULL , &States[5]),
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S_BRIGHT (BLST, 'F', 4, NULL , &States[6]),
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S_BRIGHT (BLST, 'G', 4, NULL , &States[7]),
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S_BRIGHT (BLST, 'H', 4, NULL , &States[0]),
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};
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IMPLEMENT_ACTOR (AArtiBlastRadius, Hexen, 10110, 74)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTIBLST")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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const char *AArtiBlastRadius::PickupMessage ()
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{
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return GStrings("TXT_ARTIBLASTRADIUS");
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}
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// Blast Effect -------------------------------------------------------------
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class ABlastEffect : public AActor
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{
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DECLARE_ACTOR (ABlastEffect, AActor)
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};
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FState ABlastEffect::States[] =
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{
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S_NORMAL (RADE, 'A', 4, NULL , &States[1]),
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S_NORMAL (RADE, 'B', 4, NULL , &States[2]),
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S_NORMAL (RADE, 'C', 4, NULL , &States[3]),
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S_NORMAL (RADE, 'D', 4, NULL , &States[4]),
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S_NORMAL (RADE, 'E', 4, NULL , &States[5]),
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S_NORMAL (RADE, 'F', 4, NULL , &States[6]),
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S_NORMAL (RADE, 'G', 4, NULL , &States[7]),
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S_NORMAL (RADE, 'H', 4, NULL , &States[8]),
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S_NORMAL (RADE, 'I', 4, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABlastEffect, Any, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (TRANSLUC66)
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PROP_SpawnState (0)
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END_DEFAULTS
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//==========================================================================
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//
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// AArtiBlastRadius :: Activate
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//
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// Blast all actors away
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//
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//==========================================================================
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bool AArtiBlastRadius::Use (bool pickup)
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{
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AActor *mo;
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TThinkerIterator<AActor> iterator;
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fixed_t dist;
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S_Sound (Owner, CHAN_AUTO, "BlastRadius", 1, ATTN_NORM);
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P_NoiseAlert (Owner, Owner);
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while ( (mo = iterator.Next ()) )
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{
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if ((mo == Owner) || (mo->flags2 & MF2_BOSS))
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{ // Not a valid monster
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continue;
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}
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if ((mo->flags & MF_ICECORPSE) || (mo->flags3 & MF3_CANBLAST))
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{
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// Let these special cases go
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}
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else if ((mo->flags3 & MF3_ISMONSTER) && (mo->health <= 0))
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{
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continue;
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}
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else if (!(mo->flags3 & MF3_ISMONSTER) &&
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!(mo->player) &&
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!(mo->flags & MF_MISSILE) &&
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!(mo->flags3 & MF3_CANBLAST))
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{ // Must be monster, player, or missile
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continue;
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}
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if (mo->flags2 & MF2_DORMANT)
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{
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continue; // no dormant creatures
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}
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if (mo->flags3 & MF3_DONTBLAST)
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{ // A few things that would normally be blastable should not be blasted
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continue;
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}
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dist = P_AproxDistance (Owner->x - mo->x, Owner->y - mo->y);
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if (dist > BLAST_RADIUS_DIST)
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{ // Out of range
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continue;
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}
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BlastActor (mo, BLAST_FULLSTRENGTH);
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}
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return true;
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}
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//==========================================================================
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//
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// AArtiBlastRadius :: BlastActor
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//
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//==========================================================================
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void AArtiBlastRadius::BlastActor (AActor *victim, fixed_t strength)
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{
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angle_t angle,ang;
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AActor *mo;
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fixed_t x,y,z;
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if (!victim->SpecialBlastHandling (Owner, strength))
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{
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return;
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}
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angle = R_PointToAngle2 (Owner->x, Owner->y, victim->x, victim->y);
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angle >>= ANGLETOFINESHIFT;
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if (strength < BLAST_FULLSTRENGTH)
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{
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victim->momx = FixedMul (strength, finecosine[angle]);
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victim->momy = FixedMul (strength, finesine[angle]);
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if (victim->player)
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{
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// Players handled automatically
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}
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else
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{
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victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
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}
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}
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else // full strength blast from artifact
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{
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if (victim->flags & MF_MISSILE)
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{
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#if 0
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if (victim->IsKindOf (RUNTIME_CLASS(AMageStaffFX2)))
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{ // Reflect to originator
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victim->special1 = (int)victim->target;
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victim->target = Owner;
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}
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#endif
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}
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victim->momx = FixedMul (BLAST_SPEED, finecosine[angle]);
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victim->momy = FixedMul (BLAST_SPEED, finesine[angle]);
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// Spawn blast puff
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ang = R_PointToAngle2 (victim->x, victim->y, Owner->x, Owner->y);
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ang >>= ANGLETOFINESHIFT;
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x = victim->x + FixedMul (victim->radius+FRACUNIT, finecosine[ang]);
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y = victim->y + FixedMul (victim->radius+FRACUNIT, finesine[ang]);
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z = victim->z - victim->floorclip + (victim->height>>1);
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mo = Spawn<ABlastEffect> (x, y, z);
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if (mo)
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{
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mo->momx = victim->momx;
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mo->momy = victim->momy;
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}
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if (victim->flags & MF_MISSILE)
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{
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victim->momz = 8*FRACUNIT;
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mo->momz = victim->momz;
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}
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else
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{
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victim->momz = (1000 / victim->Mass) << FRACBITS;
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}
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if (victim->player)
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{
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// Players handled automatically
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}
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else
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{
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victim->flags2 |= MF2_SLIDE | MF2_BLASTED;
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}
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}
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}
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