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Make standing flickies bounce if MTF_AMBUSH and not MTF_OBJECTSPECIAL
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1 changed files with 28 additions and 0 deletions
28
src/p_mobj.c
28
src/p_mobj.c
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@ -7089,6 +7089,34 @@ void P_MobjThinker(mobj_t *mobj)
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S_StartSound(flame, sfx_fire);
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S_StartSound(flame, sfx_fire);
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}
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}
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break;
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break;
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case MT_FLICKY_01:
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case MT_FLICKY_02:
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case MT_FLICKY_03:
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case MT_FLICKY_04:
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case MT_FLICKY_05:
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case MT_FLICKY_06:
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case MT_FLICKY_07:
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case MT_FLICKY_08:
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case MT_FLICKY_09:
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case MT_FLICKY_10:
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case MT_FLICKY_11:
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case MT_FLICKY_12:
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case MT_FLICKY_13:
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case MT_FLICKY_14:
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case MT_FLICKY_15:
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case MT_FLICKY_16:
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case MT_SECRETFLICKY_01:
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case MT_SECRETFLICKY_02:
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if (mobj->spawnpoint
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&& (mobj->spawnpoint->options & MTF_AMBUSH)
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&& !(mobj->spawnpoint->options & MTF_OBJECTSPECIAL))
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{
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if (!(mobj->flags2 & MF2_OBJECTFLIP) && mobj->z <= mobj->floorz)
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mobj->momz = 7*FRACUNIT;
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else if ((mobj->flags2 & MF2_OBJECTFLIP) && mobj->z >= mobj->ceilingz - mobj->height)
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mobj->momz = -7*FRACUNIT;
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}
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break;
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case MT_SEED:
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case MT_SEED:
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if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
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if (P_MobjFlip(mobj)*mobj->momz < mobj->info->speed)
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mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
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mobj->momz = P_MobjFlip(mobj)*mobj->info->speed;
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