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Return random items to old doomednum
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3 changed files with 2 additions and 11 deletions
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@ -22331,7 +22331,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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// SRB2kart MT's
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// SRB2kart MT's
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{ // MT_RANDOMITEM
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{ // MT_RANDOMITEM
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2011, // doomednum
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2000, // doomednum
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S_RANDOMITEM1, // spawnstate
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S_RANDOMITEM1, // spawnstate
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1000, // spawnhealth
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1000, // spawnhealth
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S_NULL, // seestate
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S_NULL, // seestate
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@ -122,6 +122,7 @@ void Obj_AudienceThink(mobj_t * mobj, boolean focusonplayer);
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void Obj_RandomItemVisuals(mobj_t *mobj);
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void Obj_RandomItemVisuals(mobj_t *mobj);
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boolean Obj_RandomItemSpawnIn(mobj_t *mobj);
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boolean Obj_RandomItemSpawnIn(mobj_t *mobj);
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fixed_t Obj_RandomItemScale(fixed_t oldScale);
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fixed_t Obj_RandomItemScale(fixed_t oldScale);
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void Obj_RandomItemSpawn(mobj_t *mobj);
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#ifdef __cplusplus
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#ifdef __cplusplus
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} // extern "C"
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} // extern "C"
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -12128,16 +12128,6 @@ static boolean P_SpawnNonMobjMapThing(mapthing_t *mthing)
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static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
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static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
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{
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{
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//(void)mthing;
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if (mthing->type == 2000)
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{
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// TEMP: old item spot ID, while we're testing big items.
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// Return MT_RANDOMITEM from 2011 to 2000 later,
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// and then remove this when we're done.
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return false;
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}
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switch (i)
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switch (i)
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{
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{
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case MT_ITEMCAPSULE:
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case MT_ITEMCAPSULE:
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