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4 changed files with 30 additions and 33 deletions
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@ -394,7 +394,7 @@ static void K_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjty
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//mo->destscale = mo->scale/4;
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mo->frame += ((leveltime/4) % 8);
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/*if (battleovertime.enabled < 10*TICRATE)
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mo->flags2 |= MF2_SHADOW;*/
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mo->drawflags |= MFD_SHADOW;*/
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mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
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mo->z += P_RandomRange(0,48) * mo->scale;
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break;
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41
src/p_mobj.h
41
src/p_mobj.h
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@ -251,29 +251,30 @@ typedef enum
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typedef enum
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{
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// Don't generate a vissprite for individual screens
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MFD_DONTDRAWP1 = 0x0001,
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MFD_DONTDRAWP2 = 0x0002,
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MFD_DONTDRAWP3 = 0x0004,
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MFD_DONTDRAWP4 = 0x0008,
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MFD_DONTDRAWP1 = 0x0001,
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MFD_DONTDRAWP2 = 0x0002,
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MFD_DONTDRAWP3 = 0x0004,
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MFD_DONTDRAWP4 = 0x0008,
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// Transparency override flags
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MFD_TRANS10 = 0x0010,
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MFD_TRANS20 = 0x0020,
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MFD_TRANS30 = 0x0030,
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MFD_TRANS40 = 0x0040,
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MFD_TRANS50 = 0x0050,
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MFD_TRANS60 = 0x0060,
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MFD_TRANS70 = 0x0070,
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MFD_TRANS80 = 0x0080,
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MFD_TRANS90 = 0x0090,
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MFD_TRANSMASK = 0x00F0,
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MFD_TRANS10 = 0x0010,
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MFD_TRANS20 = 0x0020,
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MFD_TRANS30 = 0x0030,
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MFD_TRANS40 = 0x0040,
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MFD_TRANS50 = 0x0050,
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MFD_TRANS60 = 0x0060,
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MFD_TRANS70 = 0x0070,
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MFD_TRANS80 = 0x0080,
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MFD_TRANS90 = 0x0090,
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MFD_TRANSMASK = 0x00F0,
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// Brightness override flags
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MFD_FULLBRIGHT = 0x0100,
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MFD_SEMIBRIGHT = 0x0200,
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MFD_NOBRIGHT = 0x0300,
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MFD_BRIGHTMASK = 0x0F00,
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MFD_FULLBRIGHT = 0x0100,
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MFD_SEMIBRIGHT = 0x0200,
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MFD_NOBRIGHT = 0x0300,
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MFD_BRIGHTMASK = 0x0F00,
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// Shortcuts
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MFD_DONTDRAW = MFD_DONTDRAWP1|MFD_DONTDRAWP2|MFD_DONTDRAWP3|MFD_DONTDRAWP4,
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MFD_SHADOW = MFD_TRANS80|MFD_FULLBRIGHT,
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MFD_DONTDRAW = MFD_DONTDRAWP1|MFD_DONTDRAWP2|MFD_DONTDRAWP3|MFD_DONTDRAWP4,
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MFD_SHADOW = MFD_TRANS80|MFD_FULLBRIGHT,
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MFD_TRANSSHIFT = 4,
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// free: to and including 0x8000
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} mobjdflag_t;
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@ -1159,11 +1159,9 @@ static inline void P_SpawnEmblems(void)
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emblemmobj->flags |= MF_NOCLIP;
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emblemmobj->flags &= ~MF_SPECIAL;
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emblemmobj->flags |= MF_NOBLOCKMAP;
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emblemmobj->frame |= (tr_trans50<<FF_TRANSSHIFT);
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emblemmobj->drawflags |= (tr_trans50 << MFD_TRANSSHIFT);
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P_SetThingPosition(emblemmobj);
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}
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else
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emblemmobj->frame &= ~FF_TRANSMASK;
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}
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}
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16
src/p_user.c
16
src/p_user.c
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@ -1659,8 +1659,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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ghost->sprite = mobj->sprite;
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ghost->frame = mobj->frame;
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ghost->tics = -1;
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ghost->frame &= ~FF_TRANSMASK;
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ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
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ghost->drawflags |= tr_trans50 << MFD_TRANSSHIFT;
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ghost->fuse = ghost->info->damage;
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ghost->skin = mobj->skin;
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ghost->standingslope = mobj->standingslope;
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@ -7467,7 +7466,7 @@ void P_DemoCameraMovement(camera_t *cam)
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awayviewmobj_hack = P_SpawnMobj(cam->x, cam->y, cam->z, MT_THOK);
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awayviewmobj_hack->tics = 2;
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awayviewmobj_hack->flags2 |= MF2_DONTDRAW;
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awayviewmobj_hack->drawflags |= MFD_DONTDRAW;
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democam.soundmobj = awayviewmobj_hack;
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@ -8581,13 +8580,13 @@ static void P_HandleFollower(player_t *player)
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P_SetScale(player->follower, FixedMul(fl.scale, player->mo->scale));
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K_GenericExtraFlagsNoZAdjust(player->follower, player->mo); // Not K_MatchGenericExtraFlag because the Z adjust it has only works properly if master & mo have the same Z height.
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// For comeback in battle.
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player->follower->flags2 = (player->follower->flags2 & ~MF2_SHADOW)|(player->mo->flags2 & MF2_SHADOW);
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// Match how the player is being drawn
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player->follower->drawflags = player->mo->drawflags;
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// Make the follower invisible if we no contest'd rather than removing it. No one will notice the diff seriously.
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// Also make the follower invisible if we choose not to have it displayed because it isn't ours. (also quick hacky check for f12)
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if (player->pflags & PF_TIMEOVER || (!cv_showfollowers.value && (!P_IsDisplayPlayer(player) || displayplayers[0] != consoleplayer) ))
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player->follower->flags2 |= MF2_DONTDRAW;
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player->follower->drawflags |= MFD_DONTDRAW;
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if (player->speed && (player->follower->momx || player->follower->momy))
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player->follower->angle = R_PointToAngle2(0, 0, player->follower->momx, player->follower->momy);
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@ -8608,7 +8607,7 @@ static void P_HandleFollower(player_t *player)
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P_SetScale(bmobj, FixedMul(bubble, player->mo->scale));
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K_GenericExtraFlagsNoZAdjust(bmobj, player->follower);
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bmobj->flags2 = (player->follower->flags2 & ~MF2_SHADOW)|(player->mo->flags2 & MF2_SHADOW);
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bmobj->drawflags = player->mo->drawflags;
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if (player->follower->threshold) // threshold means the follower was "despawned" with S_NULL (is actually just set to S_INVISIBLE)
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P_SetMobjState(bmobj, S_INVISIBLE); // sooooo... let's do the same!
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@ -9016,8 +9015,7 @@ void P_PlayerThink(player_t *player)
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gmobj->fuse = 2;
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if (leveltime & 1)
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{
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gmobj->frame &= ~FF_TRANSMASK;
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gmobj->frame |= tr_trans70<<FF_TRANSSHIFT;
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gmobj->drawflags |= tr_trans70 << MFD_TRANSSHIFT;
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}
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// Hide the mobj from our sights if we're the displayplayer and chasecam is off.
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