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Add P_SpawnItemLine, spawn a row of mapthings between two points
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2 changed files with 13 additions and 0 deletions
12
src/p_mobj.c
12
src/p_mobj.c
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@ -13726,6 +13726,18 @@ void P_SpawnItemPattern(mapthing_t *mthing)
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}
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}
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void P_SpawnItemLine(mapthing_t *mt1, mapthing_t *mt2)
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{
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const mobjtype_t type = P_GetMobjtype(mt1->type);
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const fixed_t diameter = 2 * FixedMul(mobjinfo[type].radius, mapobjectscale);
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const fixed_t dx = (mt2->x - mt1->x) * FRACUNIT;
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const fixed_t dy = (mt2->y - mt1->y) * FRACUNIT;
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const fixed_t dist = FixedHypot(dx, dy);
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const angle_t angle = R_PointToAngle2(0, 0, dx, dy);
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P_SpawnSingularItemRow(mt1, type, (dist / diameter) + 1, diameter, 0, AngleFixed(angle) / FRACUNIT);
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}
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//
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// P_CheckMissileSpawn
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// Moves the missile forward a bit and possibly explodes it right there.
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@ -530,6 +530,7 @@ fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mt
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mobj_t *P_SpawnMapThing(mapthing_t *mthing);
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void P_SpawnHoop(mapthing_t *mthing);
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void P_SpawnItemPattern(mapthing_t *mthing);
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void P_SpawnItemLine(mapthing_t *mt1, mapthing_t *mt2);
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void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle);
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void P_SpawnPrecipitation(void);
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void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter);
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