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Merge branch 'sealed-star-lamp-fixes' into 'master'
Remove fullbright from Sealed Star Lamps and re-add missing bulb segment See merge request KartKrew/Kart!2086
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commit
33fe1a140d
2 changed files with 3 additions and 3 deletions
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@ -3521,7 +3521,7 @@ state_t states[NUMSTATES] =
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{SPR_SSLA, 0|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_SS_LAMP
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{SPR_SSLA, 0|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_SS_LAMP
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// MT_SS_LAMP_BULB
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// MT_SS_LAMP_BULB
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{SPR_SSLA, 1|FF_PAPERSPRITE|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_SS_LAMP_BULB
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{SPR_SSLA, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_SS_LAMP_BULB
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{SPR_SSLA, 3|FF_ANIMATE|FF_FULLBRIGHT|FF_ADD, -1, {NULL}, 1, 1, S_NULL}, // S_SS_LAMP_AURA
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{SPR_SSLA, 3|FF_ANIMATE|FF_FULLBRIGHT|FF_ADD, -1, {NULL}, 1, 1, S_NULL}, // S_SS_LAMP_AURA
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// MT_SSWINDOW
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// MT_SSWINDOW
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@ -466,7 +466,7 @@ void Obj_SSLampMapThingSpawn(mobj_t* mo, mapthing_t* mt)
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// we need this because linkdrawing to a papersprite results in all linked mobjs becoming invisible when the papersprite is viewed parallel to its angle
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// we need this because linkdrawing to a papersprite results in all linked mobjs becoming invisible when the papersprite is viewed parallel to its angle
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core = P_SpawnMobjFromMobj(mo, bulbX, bulbY, BULB_VERTICAL_OFFSET, MT_SS_LAMP_BULB);
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core = P_SpawnMobjFromMobj(mo, bulbX, bulbY, BULB_VERTICAL_OFFSET, MT_SS_LAMP_BULB);
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P_SetTarget(&core->tracer, mo);
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P_SetTarget(&core->tracer, mo);
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P_SetMobjState(core, S_SHADOW);
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core->frame = 5; // no flags needed, just a plain invisible sprite
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// parallel bulb
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// parallel bulb
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part = P_SpawnMobjFromMobj(core, 0, 0, 0, MT_SS_LAMP_BULB);
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part = P_SpawnMobjFromMobj(core, 0, 0, 0, MT_SS_LAMP_BULB);
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@ -479,7 +479,7 @@ void Obj_SSLampMapThingSpawn(mobj_t* mo, mapthing_t* mt)
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bulbX = FixedMul(core->info->radius, FCOS(angle));
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bulbX = FixedMul(core->info->radius, FCOS(angle));
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bulbY = FixedMul(core->info->radius, FSIN(angle));
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bulbY = FixedMul(core->info->radius, FSIN(angle));
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part = core;
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part = core;
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for (i = 0; i < 1; i++)
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for (i = 0; i < 2; i++)
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{
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{
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P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(core, bulbX, bulbY, 0, MT_SS_LAMP_BULB));
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P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(core, bulbX, bulbY, 0, MT_SS_LAMP_BULB));
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P_SetTarget(&part->hnext->hprev, part);
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P_SetTarget(&part->hnext->hprev, part);
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