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Remove MF_STICKY
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c0241f27b2
commit
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5 changed files with 4 additions and 24 deletions
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@ -5618,7 +5618,7 @@ static INT16 Consistancy(void)
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if (TypeIsNetSynced(mo->type) == false)
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continue;
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if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY))
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if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN))
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{
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ret -= mo->type;
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ret += mo->x;
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@ -5993,7 +5993,7 @@ const char *const MOBJFLAG_LIST[] = {
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"ENEMY",
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"SCENERY",
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"PAIN",
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"STICKY",
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"\x01", // free: 1<<23 (name un-matchable)
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"APPLYTERRAIN",
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"NOCLIPTHING",
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"GRENADEBOUNCE",
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19
src/p_mobj.c
19
src/p_mobj.c
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@ -1725,25 +1725,6 @@ void P_XYMovement(mobj_t *mo)
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P_ExplodeMissile(mo);
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return;
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}
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else if (mo->flags & MF_STICKY)
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{
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S_StartSound(mo, mo->info->activesound);
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mo->momx = mo->momy = mo->momz = 0; //Full stop!
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mo->flags |= MF_NOGRAVITY; //Stay there!
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mo->flags &= ~MF_STICKY; //Don't check again!
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// Check for hit against sky here
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if (P_CheckSkyHit(mo))
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{
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// Hack to prevent missiles exploding
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// against the sky.
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// Does not handle sky floors.
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// Check frontsector as well.
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P_RemoveMobj(mo);
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return;
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}
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}
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else
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{
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boolean walltransferred = false;
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@ -149,8 +149,7 @@ typedef enum
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MF_SCENERY = 1<<21,
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// Painful (shit hurts).
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MF_PAIN = 1<<22,
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// This mobj will stick to any surface or solid object it touches.
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MF_STICKY = 1<<23,
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// free: 1<<23
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// Object uses terrain effects. (Overlays, footsteps, etc)
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MF_APPLYTERRAIN = 1<<24,
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// for chase camera, don't be blocked by things (partial clipping)
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@ -240,7 +240,7 @@ static boolean is_tangible (mobj_t *thing)
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// These objects probably do nothing! :D
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if ((thing->flags & (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE
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|MF_PUSHABLE|MF_BOSS|MF_MISSILE|MF_SPRING
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|MF_MONITOR|MF_ENEMY|MF_PAIN|MF_STICKY
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|MF_MONITOR|MF_ENEMY|MF_PAIN
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|MF_PICKUPFROMBELOW)) == 0U)
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{
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return false;
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