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Wait, no, I'm an idiot.
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2 changed files with 5 additions and 5 deletions
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@ -3457,8 +3457,8 @@ void A_BossZoom(mobj_t *actor)
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// Description: Spawns explosions and plays appropriate sounds around the defeated boss.
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// Description: Spawns explosions and plays appropriate sounds around the defeated boss.
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//
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//
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// var1:
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// var1:
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// 0 - Use movecount to spawn explosions evenly
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// & 1 - Use P_Random to spawn explosions at complete random
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// 1 - Use P_Random to spawn explosions at complete random
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// & 2 - Use entire vertical range of object to spawn
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// var2 = Object to spawn. Default is MT_SONIC3KBOSSEXPLODE.
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// var2 = Object to spawn. Default is MT_SONIC3KBOSSEXPLODE.
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//
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//
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void A_BossScream(mobj_t *actor)
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void A_BossScream(mobj_t *actor)
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@ -3475,13 +3475,13 @@ void A_BossScream(mobj_t *actor)
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return;
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return;
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#endif
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#endif
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if (locvar1 & 1)
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if (locvar1 & 1)
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fa = (FixedAngle(P_RandomKey(360)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
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else
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{
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{
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actor->movecount += 4*16;
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actor->movecount += 4*16;
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actor->movecount %= 360;
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actor->movecount %= 360;
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fa = (FixedAngle(actor->movecount*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
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fa = (FixedAngle(actor->movecount*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
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}
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}
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else
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fa = (FixedAngle(P_RandomKey(360)*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
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x = actor->x + FixedMul(FINECOSINE(fa),actor->radius);
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x = actor->x + FixedMul(FINECOSINE(fa),actor->radius);
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y = actor->y + FixedMul(FINESINE(fa),actor->radius);
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y = actor->y + FixedMul(FINESINE(fa),actor->radius);
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@ -6001,7 +6001,7 @@ static void P_Boss9Thinker(mobj_t *mobj)
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if (mobj->health <= mobj->info->damage && mobj->fuse && !(mobj->fuse%TICRATE))
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if (mobj->health <= mobj->info->damage && mobj->fuse && !(mobj->fuse%TICRATE))
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{
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{
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var1 = 0;
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var1 = 1;
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var2 = 0;
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var2 = 0;
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A_BossScream(mobj);
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A_BossScream(mobj);
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}
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}
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