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THZ Hardcoding
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@ -4700,6 +4700,23 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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// THZ Plant
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// THZ Plant
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"S_THZFLOWERA",
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"S_THZFLOWERA",
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"S_THZFLOWERB",
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"S_THZFLOWERB",
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"S_YELLOWSPINFLOWER",
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// THZ Tree
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"S_THZTREE",
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"S_THZTREEBRANCH1",
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"S_THZTREEBRANCH2",
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"S_THZTREEBRANCH3",
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"S_THZTREEBRANCH4",
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"S_THZTREEBRANCH5",
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"S_THZTREEBRANCH6",
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"S_THZTREEBRANCH7",
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"S_THZTREEBRANCH8",
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"S_THZTREEBRANCH9",
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"S_THZTREEBRANCH10",
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"S_THZTREEBRANCH11",
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"S_THZTREEBRANCH12",
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"S_THZTREEBRANCH13",
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// THZ Alarm
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// THZ Alarm
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"S_ALARM1",
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"S_ALARM1",
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@ -6129,7 +6146,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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// Techno Hill Scenery
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// Techno Hill Scenery
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"MT_THZFLOWER1",
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"MT_THZFLOWER1",
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"MT_THZTREE",
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"MT_THZTREEBRANCH",
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"MT_THZFLOWER2",
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"MT_THZFLOWER2",
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"MT_YELLOWSPINFLOWER",
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"MT_ALARM",
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"MT_ALARM",
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// Deep Sea Scenery
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// Deep Sea Scenery
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102
src/info.c
102
src/info.c
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@ -191,7 +191,9 @@ char sprnames[NUMSPRITES + 1][5] =
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// Techno Hill Scenery
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// Techno Hill Scenery
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"THZP", // Techno Hill Zone Plant
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"THZP", // Techno Hill Zone Plant
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"THZT", // THZ Tree
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"FWR5", // Another one
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"FWR5", // Another one
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"FWR6",
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"ALRM", // THZ2 Alarm
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"ALRM", // THZ2 Alarm
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// Deep Sea Scenery
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// Deep Sea Scenery
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@ -1911,6 +1913,25 @@ state_t states[NUMSTATES] =
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{SPR_THZP, FF_ANIMATE, -1, {NULL}, 7, 4, S_NULL}, // S_THZFLOWERA
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{SPR_THZP, FF_ANIMATE, -1, {NULL}, 7, 4, S_NULL}, // S_THZFLOWERA
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{SPR_FWR5, FF_ANIMATE, -1, {NULL}, 19, 2, S_NULL}, // S_THZFLOWERB
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{SPR_FWR5, FF_ANIMATE, -1, {NULL}, 19, 2, S_NULL}, // S_THZFLOWERB
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{SPR_FWR6, FF_ANIMATE, 0, {NULL}, 19, 2, S_NULL}, // S_YELLOWSPINFLOWER
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// THZ Tree
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{SPR_THZT, 0, -1, {NULL}, 0, 0, S_THZTREE}, // S_THZTREE
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// THZ Tree Branches
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{SPR_THZT, 1|FF_PAPERSPRITE, 40, {NULL}, 0, 0, S_THZTREEBRANCH2}, // S_THZTREEBRANCH1
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{SPR_THZT, 2|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH3}, // S_THZTREEBRANCH2
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{SPR_THZT, 3|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH4}, // S_THZTREEBRANCH3
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{SPR_THZT, 4|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH5}, // S_THZTREEBRANCH4
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{SPR_THZT, 5|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH6}, // S_THZTREEBRANCH5
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{SPR_THZT, 6|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH7}, // S_THZTREEBRANCH6
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{SPR_THZT, 7|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH8}, // S_THZTREEBRANCH7
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{SPR_THZT, 8|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH9}, // S_THZTREEBRANCH8
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{SPR_THZT, 9|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH10}, // S_THZTREEBRANCH9
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{SPR_THZT, 10|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH11},// S_THZTREEBRANCH10
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{SPR_THZT, 11|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH12},// S_THZTREEBRANCH11
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{SPR_THZT, 12|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH13},// S_THZTREEBRANCH12
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{SPR_THZT, 13|FF_PAPERSPRITE, 4, {NULL}, 0, 0, S_THZTREEBRANCH1}, // S_THZTREEBRANCH13
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// THZ Alarm
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// THZ Alarm
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{SPR_ALRM, FF_FULLBRIGHT, 35, {A_Scream}, 0, 0, S_ALARM1}, // S_ALARM1
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{SPR_ALRM, FF_FULLBRIGHT, 35, {A_Scream}, 0, 0, S_ALARM1}, // S_ALARM1
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@ -8583,6 +8604,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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S_NULL // raisestate
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},
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},
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{ // MT_THZTREE
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904, // doomednum
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S_THZTREE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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8, // speed
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16*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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16, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_SCENERY, // flags
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S_NULL // raisestate
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},
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{ // MT_THZTREEBRANCH
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-1, // doomednum
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S_THZTREEBRANCH1,// spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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8, // speed
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1*FRACUNIT, // radius
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1*FRACUNIT, // height
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0, // display offset
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16, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_SCENERY, // flags
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S_NULL // raisestate
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},
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{ // MT_THZFLOWER2
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{ // MT_THZFLOWER2
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902, // doomednum
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902, // doomednum
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S_THZFLOWERB, // spawnstate
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S_THZFLOWERB, // spawnstate
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@ -8609,6 +8684,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
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MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
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S_NULL // raisestate
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S_NULL // raisestate
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},
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},
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{ // MT_YELLOWSPINFLOWER
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903, // doomednum
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S_YELLOWSPINFLOWER, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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8, // speed
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16*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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16, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
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S_NULL // raisestate
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},
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{ // MT_ALARM
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{ // MT_ALARM
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901, // doomednum
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901, // doomednum
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22
src/info.h
22
src/info.h
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@ -390,7 +390,9 @@ typedef enum sprite
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// Techno Hill Scenery
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// Techno Hill Scenery
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SPR_THZP, // THZ1 Flower
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SPR_THZP, // THZ1 Flower
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SPR_THZT, // THZ Tree
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SPR_FWR5, // Another flower
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SPR_FWR5, // Another flower
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SPR_FWR6,
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SPR_ALRM, // THZ2 Alarm
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SPR_ALRM, // THZ2 Alarm
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// Deep Sea Scenery
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// Deep Sea Scenery
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@ -2019,6 +2021,23 @@ typedef enum state
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// THZ Plant
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// THZ Plant
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S_THZFLOWERA,
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S_THZFLOWERA,
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S_THZFLOWERB,
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S_THZFLOWERB,
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S_YELLOWSPINFLOWER,
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// THZ Tree
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S_THZTREE,
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S_THZTREEBRANCH1,
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S_THZTREEBRANCH2,
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S_THZTREEBRANCH3,
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S_THZTREEBRANCH4,
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S_THZTREEBRANCH5,
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S_THZTREEBRANCH6,
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S_THZTREEBRANCH7,
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S_THZTREEBRANCH8,
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S_THZTREEBRANCH9,
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S_THZTREEBRANCH10,
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S_THZTREEBRANCH11,
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S_THZTREEBRANCH12,
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S_THZTREEBRANCH13,
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// THZ Alarm
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// THZ Alarm
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S_ALARM1,
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S_ALARM1,
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@ -3468,7 +3487,10 @@ typedef enum mobj_type
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// Techno Hill Scenery
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// Techno Hill Scenery
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MT_THZFLOWER1,
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MT_THZFLOWER1,
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MT_THZTREE,
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MT_THZTREEBRANCH,
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MT_THZFLOWER2,
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MT_THZFLOWER2,
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MT_YELLOWSPINFLOWER,
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MT_ALARM,
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MT_ALARM,
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// Deep Sea Scenery
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// Deep Sea Scenery
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11
src/p_mobj.c
11
src/p_mobj.c
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@ -8433,6 +8433,17 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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case MT_BLUETEAMRING:
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case MT_BLUETEAMRING:
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mobj->color = skincolor_blueteam;
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mobj->color = skincolor_blueteam;
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break;
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break;
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case MT_THZTREE:
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{
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mobj_t *branch1 = P_SpawnMobj(mobj->x+FRACUNIT, mobj->y, mobj->z, MT_THZTREEBRANCH);
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mobj_t *branch2 = P_SpawnMobj(mobj->x, mobj->y+FRACUNIT, mobj->z, MT_THZTREEBRANCH);
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mobj_t *branch3 = P_SpawnMobj(mobj->x-FRACUNIT, mobj->y, mobj->z, MT_THZTREEBRANCH);
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branch1->angle = mobj->angle + ANGLE_22h;
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branch2->angle = mobj->angle + ANGLE_157h;
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branch3->angle = mobj->angle + ANGLE_270;
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}
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break;
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case MT_RING:
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case MT_RING:
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case MT_COIN:
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case MT_COIN:
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case MT_BLUEBALL:
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case MT_BLUEBALL:
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