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Flicky stand implementation by MTF_AMBUSH
* MTF_OBJECTSPECIAL: Set no gravity for flicky
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parent
304fdea710
commit
999eff8eba
1 changed files with 22 additions and 2 deletions
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@ -11040,7 +11040,17 @@ void A_FlickyCheck(mobj_t *actor)
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if (LUA_CallAction("A_FlickyCheck", actor))
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if (LUA_CallAction("A_FlickyCheck", 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 (locvar2 && P_MobjFlip(actor)*actor->momz < 1)
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if (actor->spawnpoint && (actor->spawnpoint->options & MTF_AMBUSH))
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{
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if (actor->spawnpoint->options & MTF_OBJECTSPECIAL)
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{
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actor->momz = 0;
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actor->flags |= MF_NOGRAVITY;
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}
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actor->flags |= MF_NOCLIP | MF_NOBLOCKMAP | MF_SCENERY;
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P_SetMobjState(actor, mobjinfo[actor->type].seestate);
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}
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else if (locvar2 && P_MobjFlip(actor)*actor->momz < 1)
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P_SetMobjState(actor, locvar2);
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P_SetMobjState(actor, locvar2);
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else if (locvar1 && ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)
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else if (locvar1 && ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)
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|| ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz)))
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|| ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz)))
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@ -11065,7 +11075,17 @@ void A_FlickyHeightCheck(mobj_t *actor)
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if (LUA_CallAction("A_FlickyHeightCheck", actor))
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if (LUA_CallAction("A_FlickyHeightCheck", 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 && actor->target && P_MobjFlip(actor)*actor->momz < 1
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if (actor->spawnpoint && (actor->spawnpoint->options & MTF_AMBUSH))
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{
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if (actor->spawnpoint->options & MTF_OBJECTSPECIAL)
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{
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actor->momz = 0;
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actor->flags |= MF_NOGRAVITY;
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}
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actor->flags |= MF_NOCLIP | MF_NOBLOCKMAP | MF_SCENERY;
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P_SetMobjState(actor, mobjinfo[actor->type].seestate);
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}
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else if (locvar1 && actor->target && P_MobjFlip(actor)*actor->momz < 1
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&& ((P_MobjFlip(actor)*((actor->z + actor->height/2) - (actor->target->z + actor->target->height/2)) < locvar2)
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&& ((P_MobjFlip(actor)*((actor->z + actor->height/2) - (actor->target->z + actor->target->height/2)) < locvar2)
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|| (actor->z - actor->height < actor->floorz) || (actor->z + 2*actor->height > actor->ceilingz)))
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|| (actor->z - actor->height < actor->floorz) || (actor->z + 2*actor->height > actor->ceilingz)))
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P_SetMobjState(actor, locvar1);
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P_SetMobjState(actor, locvar1);
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