- Fixed: Several actors for Doom were missing their spawn ID.
SVN r434 (trunk)
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parent
82cf5d703f
commit
e15988505a
5 changed files with 17 additions and 8 deletions
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@ -3083,14 +3083,6 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->state = st;
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actor->tics = st->GetTics();
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// [RH] Don't decrement tics if they are already less than 1
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if ((actor->flags4 & MF4_RANDOMIZE) && actor->tics > 0)
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{
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actor->tics -= pr_checkmissilespawn() & 3;
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if (actor->tics < 1)
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actor->tics = 1;
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}
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actor->sprite = st->sprite.index;
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actor->frame = st->GetFrame();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | st->GetFullbright();
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@ -4252,6 +4244,14 @@ bool P_HitFloor (AActor *thing)
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bool P_CheckMissileSpawn (AActor* th)
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{
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// [RH] Don't decrement tics if they are already less than 1
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if ((th->flags4 & MF4_RANDOMIZE) && th->tics > 0)
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{
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th->tics -= pr_checkmissilespawn() & 3;
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if (th->tics < 1)
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th->tics = 1;
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}
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// move a little forward so an angle can be computed if it immediately explodes
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if (th->Speed >= 100*FRACUNIT)
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{ // Ultra-fast ripper spawning missile
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