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Kill SF_RUNONWATER
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33c85f4813
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4 changed files with 5 additions and 5 deletions
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@ -38,7 +38,7 @@ typedef enum
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SF_HIRES = 1<<3, // Draw the sprite 2x as small?
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SF_HIRES = 1<<3, // Draw the sprite 2x as small?
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SF_NOSKID = 1<<4, // No skid particles etc
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SF_NOSKID = 1<<4, // No skid particles etc
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SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
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SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
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SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
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//SF_RUNONWATER = 1<<6, // Run on top of water FOFs?
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} skinflags_t;
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} skinflags_t;
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//Primary and secondary skin abilities
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//Primary and secondary skin abilities
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@ -8614,7 +8614,7 @@ struct {
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{"SF_HIRES",SF_HIRES},
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{"SF_HIRES",SF_HIRES},
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{"SF_NOSKID",SF_NOSKID},
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{"SF_NOSKID",SF_NOSKID},
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{"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST},
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{"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST},
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{"SF_RUNONWATER",SF_RUNONWATER},
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//{"SF_RUNONWATER",SF_RUNONWATER},
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// Character abilities!
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// Character abilities!
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// Primary
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// Primary
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@ -3234,7 +3234,7 @@ boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
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#endif
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#endif
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*rover->topheight;
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*rover->topheight;
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if (((player->charflags & SF_RUNONWATER) && player->mo->ceilingz-topheight >= player->mo->height)
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if ((/*(player->charflags & SF_RUNONWATER) && */player->mo->ceilingz-topheight >= player->mo->height)
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&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
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&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
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&& !(player->pflags & PF_SLIDING)
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&& !(player->pflags & PF_SLIDING)
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&& abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
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&& abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
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@ -3046,8 +3046,8 @@ next_token:
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HWR_AddPlayerMD2(numskins);
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HWR_AddPlayerMD2(numskins);
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#endif
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#endif
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if (skin->flags & SF_RUNONWATER) // this is literally the only way a skin can be a major mod... this might be a bit heavy handed
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/*if (skin->flags & SF_RUNONWATER) // this is literally the only way a skin can be a major mod... this might be a bit heavy handed
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G_SetGameModified(multiplayer, true);
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G_SetGameModified(multiplayer, true);*/
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numskins++;
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numskins++;
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}
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}
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