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Use P_CheckMove
(cherry picked from commit 9dfa153e7497403d874e980868b7aa6d15595286)
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ba1b6bb253
commit
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1 changed files with 5 additions and 10 deletions
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@ -3141,10 +3141,8 @@ void A_SkullAttack(mobj_t *actor)
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UINT32 oldflags = mobjinfo[MT_NULL].flags;
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fixed_t oldradius = mobjinfo[MT_NULL].radius;
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fixed_t oldheight = mobjinfo[MT_NULL].height;
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mobj_t *check;
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INT32 i, j;
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static INT32 k;/* static for (at least) GCC 9.1 weirdness */
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boolean allow;
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angle_t testang = 0;
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mobjinfo[MT_NULL].spawnstate = S_INVISIBLE;
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@ -3163,15 +3161,12 @@ void A_SkullAttack(mobj_t *actor)
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j = 9;
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}
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#define dostuff(q) check = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_NULL);\
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#define dostuff(q) \
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testang = actor->angle + ((i+(q))*ANG10);\
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allow = (P_TryMove(check,\
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P_ReturnThrustX(check, testang, dist + 2*actor->radius),\
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P_ReturnThrustY(check, testang, dist + 2*actor->radius),\
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true));\
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P_RemoveMobj(check);\
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if (allow)\
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break;
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if (P_CheckMove(actor,\
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P_ReturnThrustX(actor, testang, dist + 2*actor->radius),\
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P_ReturnThrustY(actor, testang, dist + 2*actor->radius),\
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true)) break;
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if (P_RandomChance(FRACUNIT/2)) // port priority 2?
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{
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