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https://github.com/KartKrewDev/RingRacers.git
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Reenable item box respawning
Old code was shit so I removed it (4d67cc632). Turns out
none of that bullshit actually mattered to make this box
respawn and it just needs to go to an invisible state!
Makes use of some nifty flickering code (that was already
there but effectively disabled) shortly before it actually
respawns.
This commit is contained in:
parent
992dde0e3b
commit
c2b2cd9a43
3 changed files with 7 additions and 7 deletions
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@ -3849,7 +3849,7 @@ state_t states[NUMSTATES] =
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{SPR_RNDM, 18|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, 4, {NULL}, 1, 1, S_RANDOMITEM11}, // S_RANDOMITEM10
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{SPR_RNDM, 20|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, 4, {NULL}, 1, 1, S_RANDOMITEM12}, // S_RANDOMITEM11
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{SPR_RNDM, 22|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, 4, {NULL}, 1, 1, S_RANDOMITEM1}, // S_RANDOMITEM12
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{SPR_NULL, 0, 0, {A_ItemPop}, 0, 0, S_NULL}, // S_DEADRANDOMITEM
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{SPR_NULL, 0, 0, {A_ItemPop}, 0, 0, S_RANDOMITEM1}, // S_DEADRANDOMITEM
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{SPR_SBOX, FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, 4, {NULL}, 1, 1, S_SPHEREBOX2}, // S_SPHEREBOX1
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{SPR_SBOX, 2|FF_FULLBRIGHT|FF_ANIMATE|FF_GLOBALANIM, 4, {NULL}, 1, 1, S_SPHEREBOX3}, // S_SPHEREBOX2
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@ -13184,6 +13184,12 @@ void A_ItemPop(mobj_t *actor)
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actor->flags |= MF_NOCLIP;
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P_SetThingPosition(actor);
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// RF_DONTDRAW will flicker as the object's fuse gets
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// closer to running out (see P_FuseThink)
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actor->renderflags |= RF_DONTDRAW|RF_TRANS50;
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actor->color = SKINCOLOR_GREY;
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actor->colorized = true;
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Obj_SpawnItemDebrisEffects(actor, actor->target);
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if (locvar1 == 1)
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@ -13194,8 +13200,6 @@ void A_ItemPop(mobj_t *actor)
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// Here at mapload in battle?
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if ((gametyperules & GTR_BUMPERS) && (actor->flags2 & MF2_BOSSNOTRAP))
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numgotboxes++;
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P_RemoveMobj(actor);
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}
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void A_JawzChase(mobj_t *actor)
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@ -12683,10 +12683,6 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
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P_SetThingPosition(mobj);
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}
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}
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else
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{
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P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_EXPLODE);
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}
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break;
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}
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case MT_ITEMCAPSULE:
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