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Implement bumpy floor
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1 changed files with 20 additions and 0 deletions
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@ -415,6 +415,26 @@ void K_ProcessTerrainEffect(mobj_t *mo)
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P_InstaThrust(mo, mo->angle, speed);
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}
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// Bumpy floor
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if (terrain->flags & TRF_STAIRJANK)
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{
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/* use a shorter sound if not two tics have passed
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* since the last step */
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S_StartSound(mo, player->stairjank
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>= 16 ? sfx_s23b : sfx_s268);
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if (player->stairjank == 0)
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{
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mobj_t *spark = P_SpawnMobjFromMobj(mo,
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0, 0, 0, MT_JANKSPARK);
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spark->fuse = 9;
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spark->cusval = K_StairJankFlip(ANGLE_90);
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P_SetTarget(&spark->target, mo);
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}
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player->stairjank = 17;
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}
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// (Offroad is handled elsewhere!)
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}
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