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MT_SIGN: Improve player property grabbing
Instead of using the skin of the object and the color of the player, use a direct player reference to get both skin and color from. Now correctly tracks Heavy Magicians at all times, not just after exiting.
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parent
de60a2dbba
commit
5b7b57e580
1 changed files with 42 additions and 28 deletions
70
src/p_mobj.c
70
src/p_mobj.c
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@ -8631,9 +8631,8 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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case MT_SIGN: // Kart's unique sign behavior
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if (mobj->movecount != 0)
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{
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mobj_t *cur = mobj->hnext;
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SINT8 newskin = -1;
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UINT8 newcolor = SKINCOLOR_NONE;
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player_t *newplayer = NULL;
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angle_t endangle = FixedAngle(mobj->extravalue1 << FRACBITS);
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if (mobj->movecount == 1)
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@ -8647,8 +8646,11 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->momz = 0;
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mobj->movecount = 2;
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newskin = ((skin_t*)mobj->target->skin) - skins;
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newcolor = mobj->target->player->skincolor;
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if (!P_MobjWasRemoved(mobj->target))
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{
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// Guarantee correct display of the player
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newplayer = mobj->target->player;
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}
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}
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else
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{
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@ -8675,8 +8677,11 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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{
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if (ticstilimpact <= 8)
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{
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newskin = ((skin_t*)mobj->target->skin) - skins;
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newcolor = mobj->target->player->skincolor;
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if (!P_MobjWasRemoved(mobj->target))
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{
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// In anticipation of final declaration...
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newplayer = mobj->target->player;
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}
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}
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else
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{
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@ -8688,25 +8693,33 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !players[i].spectator)
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{
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plist[plistlen] = i;
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plistlen++;
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}
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if (!playeringame[i])
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continue;
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if (players[i].spectator == true)
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continue;
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plist[plistlen++] = i;
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}
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if (plistlen <= 1)
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if (plistlen)
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{
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if (plistlen > 1)
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{
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// Pick another player in the server!
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plistlen = P_RandomKey(PR_SPARKLE, plistlen+1);
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}
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else
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{
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// One entry, grab the head.
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plistlen = 0;
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}
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newplayer = &players[plist[plistlen]];
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}
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else if (!P_MobjWasRemoved(mobj->target))
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{
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// Default to the winner
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newskin = ((skin_t*)mobj->target->skin) - skins;
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newcolor = mobj->target->player->skincolor;
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}
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else
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{
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// Pick another player in the server!
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player_t *p = &players[plist[P_RandomKey(PR_SPARKLE, plistlen)]];
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newskin = ((skin_t*)p->mo->skin) - skins;
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newcolor = p->skincolor;
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newplayer = mobj->target->player;
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}
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}
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}
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@ -8718,6 +8731,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->angle += ANGLE_11hh;
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}
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mobj_t *cur = mobj->hnext;
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while (cur && !P_MobjWasRemoved(cur))
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{
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fixed_t amt = cur->extravalue1 * mobj->scale;
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@ -8726,10 +8740,10 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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if (cur->state == &states[S_SIGN_FACE])
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{
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if (newcolor != SKINCOLOR_NONE)
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if (newplayer != NULL)
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{
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cur->color = skincolors[newcolor].invcolor;
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cur->frame = cur->state->frame + skincolors[newcolor].invshade;
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cur->color = skincolors[newplayer->skincolor].invcolor;
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cur->frame = cur->state->frame + skincolors[newplayer->skincolor].invshade;
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}
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}
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else if (cur->state == &states[S_KART_SIGN])
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@ -8737,10 +8751,10 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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z += (5*mobj->scale);
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amt += 1;
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if (newskin != -1)
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if (newplayer != NULL)
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{
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cur->skin = &skins[newskin];
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cur->color = newcolor;
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cur->skin = &skins[newplayer->skin];
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cur->color = newplayer->skincolor;
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}
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}
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else if (cur->state == &states[S_SIGN_ERROR])
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