mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-02-22 05:21:11 +00:00
Death animation
Art is missing, but functionality is complete. The kart corpse is also placeable as type 4095. No way to set its color currently, it simply defaults to SKINCOLOR_RED.
This commit is contained in:
parent
60745502f2
commit
cc2704bc87
8 changed files with 215 additions and 21 deletions
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@ -5217,12 +5217,18 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_KART_DRIFT_R_OUT",
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"S_KART_DRIFT_R_IN",
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"S_KART_SPINOUT",
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"S_KART_SQUISH",
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"S_KART_DEAD",
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"S_KART_SIGN",
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// technically the player goes here but it's an infinite tic state
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"S_OBJPLACE_DUMMY",
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"S_KART_LEFTOVER",
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"S_KART_LEFTOVER_NOTIRES",
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"S_KART_TIRE1",
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"S_KART_TIRE2",
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// Blue Crawla
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"S_POSS_STND",
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"S_POSS_RUN1",
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@ -9421,6 +9427,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_THOK", // Thok! mobj
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"MT_PLAYER",
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"MT_KART_LEFTOVER",
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"MT_KART_TIRE",
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// Enemies
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"MT_BLUECRAWLA", // Crawla (Blue)
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70
src/info.c
70
src/info.c
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@ -32,6 +32,8 @@ char sprnames[NUMSPRITES + 1][5] =
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"THOK", // Thok! mobj
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"PLAY",
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"KART",
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"TIRE",
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// Enemies
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"POSS", // Crawla (Blue)
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@ -753,7 +755,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"DRLN", "DRLO", "DRLI", // Drifting left
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"DRRN", "DRRO", "DRRI", // Drifting right
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"SPIN", // Spinout
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"SQSH", // Squish
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"DEAD", // Dead
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"SIGN", // Finish signpost
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"XTRA", // Three Faces of Darkness
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};
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@ -781,7 +783,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
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SPR2_DRRN, // SPR2_DRRI
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0, // SPR2_SPIN
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SPR2_SPIN, // SPR2_SQSH
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0, // SPR2_DEAD
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0, // SPR2_SIGN
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};
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@ -827,11 +829,17 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_DRRO, 1, {NULL}, 0, 0, S_KART_DRIFT_R_OUT}, // S_KART_DRIFT_R_OUT
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{SPR_PLAY, SPR2_DRRI, 1, {NULL}, 0, 0, S_KART_DRIFT_R_IN}, // S_KART_DRIFT_R_IN
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{SPR_PLAY, SPR2_SPIN|FF_ANIMATE, 350, {NULL}, 0, 1, S_KART_STILL}, // S_KART_SPINOUT
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{SPR_PLAY, SPR2_SQSH|FF_ANIMATE, 350, {NULL}, 0, 1, S_KART_STILL}, // S_KART_SQUISH
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{SPR_PLAY, SPR2_DEAD, 3, {NULL}, 0, 0, S_KART_DEAD}, // S_KART_DEAD
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{SPR_PLAY, SPR2_SIGN|FF_PAPERSPRITE, 1, {NULL}, 0, 0, S_KART_SIGN}, // S_KART_SIGN
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{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, // S_OBJPLACE_DUMMY
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{SPR_KART, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KART_LEFTOVER
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{SPR_KART, 1, -1, {NULL}, 0, 0, S_NULL}, // S_KART_LEFTOVER_NOTIRES
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{SPR_TIRE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KART_TIRE1
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{SPR_TIRE, 1, -1, {NULL}, 0, 0, S_NULL}, // S_KART_TIRE2
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// Blue Crawla
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{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
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{SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1
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@ -5227,7 +5235,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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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_KART_SPINOUT, // deathstate
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S_KART_DEAD, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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1, // speed
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@ -5241,6 +5249,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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(statenum_t)MT_THOK // raisestate
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},
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{ // MT_KART_LEFTOVER
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4095, // doomednum
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S_KART_LEFTOVER, // spawnstate
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2, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // 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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1, // speed
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16*FRACUNIT, // radius
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48*FRACUNIT, // height
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-1, // display offset
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1000, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_KART_TIRE
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-1, // doomednum
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S_KART_TIRE1, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // 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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1, // speed
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6*FRACUNIT, // radius
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12*FRACUNIT, // height
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-1, // display offset
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1000, // mass
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0, // damage
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sfx_None, // activesound
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MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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{ // MT_BLUECRAWLA
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100, // doomednum
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S_POSS_STND, // spawnstate
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14
src/info.h
14
src/info.h
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@ -303,6 +303,8 @@ typedef enum sprite
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SPR_THOK, // Thok! mobj
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SPR_PLAY,
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SPR_KART,
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SPR_TIRE,
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// Enemies
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SPR_POSS, // Crawla (Blue)
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@ -1031,7 +1033,7 @@ typedef enum playersprite
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SPR2_DRLN, SPR2_DRLO, SPR2_DRLI,
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SPR2_DRRN, SPR2_DRRO, SPR2_DRRI,
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SPR2_SPIN,
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SPR2_SQSH,
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SPR2_DEAD,
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SPR2_SIGN,
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SPR2_XTRA,
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SPR2_FIRSTFREESLOT,
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@ -1072,12 +1074,18 @@ typedef enum state
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S_KART_DRIFT_R_OUT,
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S_KART_DRIFT_R_IN,
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S_KART_SPINOUT,
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S_KART_SQUISH,
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S_KART_DEAD,
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S_KART_SIGN,
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// technically the player goes here but it's an infinite tic state
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S_OBJPLACE_DUMMY,
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S_KART_LEFTOVER,
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S_KART_LEFTOVER_NOTIRES,
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S_KART_TIRE1,
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S_KART_TIRE2,
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// Blue Crawla
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S_POSS_STND,
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S_POSS_RUN1,
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@ -5315,6 +5323,8 @@ typedef enum mobj_type
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MT_THOK, // Thok! mobj
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MT_PLAYER,
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MT_KART_LEFTOVER,
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MT_KART_TIRE,
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// Enemies
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MT_BLUECRAWLA, // Crawla (Blue)
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@ -1010,6 +1010,14 @@ fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against)
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break;
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weight = K_PlayerWeight(mobj, against);
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break;
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case MT_KART_LEFTOVER:
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weight = 5*FRACUNIT/2;
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if (mobj->extravalue1 > 0)
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{
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weight = mobj->extravalue1 * (FRACUNIT >> 1);
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}
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break;
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case MT_BUBBLESHIELD:
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weight = K_PlayerWeight(mobj->target, against);
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break;
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@ -1371,13 +1371,47 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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case MT_PLAYER:
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{
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angle_t flingAngle;
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mobj_t *kart;
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target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
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target->momx = target->momy = target->momz = 0;
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if (target->player && target->player->pflags & PF_GAMETYPEOVER)
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break;
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kart = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_KART_LEFTOVER);
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if (kart && !P_MobjWasRemoved(kart))
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{
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kart->angle = target->angle;
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kart->color = target->color;
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kart->hitlag = target->hitlag;
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P_SetObjectMomZ(kart, 6*FRACUNIT, false);
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kart->extravalue1 = target->player->kartweight;
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}
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if (source && !P_MobjWasRemoved(source))
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{
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flingAngle = R_PointToAngle2(
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source->x - source->momx, source->y - source->momy,
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target->x, target->y
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);
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}
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else
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{
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flingAngle = target->angle + ANGLE_180;
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if (P_RandomByte() & 1)
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{
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flingAngle -= ANGLE_45;
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}
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else
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{
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flingAngle += ANGLE_45;
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}
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}
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P_InstaThrust(target, flingAngle, 14 * target->scale);
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P_SetObjectMomZ(target, 14*FRACUNIT, false);
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P_PlayDeathSound(target);
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}
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break;
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15
src/p_map.c
15
src/p_map.c
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@ -1398,6 +1398,21 @@ static boolean PIT_CheckThing(mobj_t *thing)
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return false;
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}
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else if (thing->type == MT_KART_LEFTOVER)
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{
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// see if it went over / under
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if (tmthing->z > thing->z + thing->height)
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return true; // overhead
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if (tmthing->z + tmthing->height < thing->z)
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return true; // underneath
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if (P_IsObjectOnGround(thing) && tmthing->momz < 0)
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K_KartBouncing(tmthing, thing, true, false);
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else
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K_KartBouncing(tmthing, thing, false, false);
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return false;
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}
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else if (thing->flags & MF_SOLID)
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{
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// see if it went over / under
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79
src/p_mobj.c
79
src/p_mobj.c
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@ -242,7 +242,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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player->panim = PA_DASH;
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break;
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case S_KART_SPINOUT:
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case S_KART_SQUISH:
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case S_KART_DEAD:
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player->panim = PA_PAIN;
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break;
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default:
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@ -2334,6 +2334,68 @@ boolean P_ZMovement(mobj_t *mo)
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if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something
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mom.z = -mom.z;
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else if (mo->type == MT_KART_LEFTOVER)
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{
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if (mo->health > 1)
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{
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const fixed_t tireOffset = 32;
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const angle_t aOffset = ANGLE_22h;
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UINT8 i;
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angle_t tireAngle;
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mobj_t *tire;
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// Spawn tires!
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mo->health = 1;
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P_SetMobjState(mo, S_KART_LEFTOVER_NOTIRES);
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// Front tires
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tireAngle = mo->angle - aOffset;
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for (i = 0; i < 2; i++)
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{
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tire = P_SpawnMobjFromMobj(
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mo,
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tireOffset * FINECOSINE(tireAngle >> ANGLETOFINESHIFT),
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tireOffset * FINESINE(tireAngle >> ANGLETOFINESHIFT),
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0,
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MT_KART_TIRE
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);
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tire->angle = mo->angle;
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tire->fuse = 3*TICRATE;
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P_InstaThrust(tire, tireAngle, 4 * mo->scale);
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P_SetObjectMomZ(tire, 4*FRACUNIT, false);
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tireAngle += (aOffset * 2);
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}
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// Back tires
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tireAngle = (mo->angle + ANGLE_180) - aOffset;
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for (i = 0; i < 2; i++)
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{
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tire = P_SpawnMobjFromMobj(
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mo,
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tireOffset * FINECOSINE(tireAngle >> ANGLETOFINESHIFT),
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tireOffset * FINESINE(tireAngle >> ANGLETOFINESHIFT),
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0,
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MT_KART_TIRE
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);
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tire->angle = mo->angle;
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tire->fuse = 3*TICRATE;
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P_InstaThrust(tire, tireAngle, 4 * mo->scale);
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P_SetObjectMomZ(tire, 4*FRACUNIT, false);
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P_SetMobjState(tire, S_KART_TIRE2);
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tireAngle += (aOffset * 2);
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}
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}
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}
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else if (mo->type == MT_KART_TIRE)
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{
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mom.z = -mom.z;
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}
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else if (mo->type == MT_BIGTUMBLEWEED
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|| mo->type == MT_LITTLETUMBLEWEED
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|| mo->type == MT_CANNONBALLDECOR
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@ -5867,8 +5929,11 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
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{ // Go away.
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/// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it.
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mobj->momz = 0;
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if (mobj->player)
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{
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mobj->drawflags |= MFD_DONTDRAW;
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}
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else // safe to remove, nobody's going to complain!
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{
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P_RemoveMobj(mobj);
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@ -5877,16 +5942,6 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
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}
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else // Apply gravity to fall downwards.
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{
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if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE))
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{
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fixed_t r = mobj->radius >> FRACBITS;
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mobj_t *explosion = P_SpawnMobj(
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mobj->x + (P_RandomRange(r, -r) << FRACBITS),
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mobj->y + (P_RandomRange(r, -r) << FRACBITS),
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mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
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MT_SONIC3KBOSSEXPLODE);
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S_StartSound(explosion, sfx_s3kb4);
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}
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P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
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}
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break;
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@ -9079,6 +9134,7 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
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switch (thing->type)
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{
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case MT_PLAYER:
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case MT_KART_LEFTOVER:
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case MT_SMALLMACE:
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case MT_BIGMACE:
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case MT_PUMA:
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@ -9371,6 +9427,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUAMARINE);
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break;
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case MT_BALLOON:
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case MT_KART_LEFTOVER:
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mobj->color = SKINCOLOR_RED;
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break;
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case MT_EGGROBO1:
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@ -3075,7 +3075,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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mo = player->mo;
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if (mo->hitlag > 0)
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if (mo->hitlag > 0 || player->playerstate == PST_DEAD)
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{
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// Do not move the camera while in hitlag!
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// The camera zooming out after you got hit makes it hard to focus on the vibration.
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