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Ironman: fix weird particle angles
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parent
8c800cf88e
commit
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2 changed files with 12 additions and 12 deletions
16
src/p_mobj.c
16
src/p_mobj.c
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@ -7645,19 +7645,19 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->flags &= ~MF_NOGRAVITY;
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mobj->flags &= ~MF_NOGRAVITY;
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mobj->momz += 10*mapobjectscale;
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mobj->momz += 10*mapobjectscale;
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if (mobj->cusval) // Are we the side selected to play a sound?
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if (!mobj->cusval) // Some stuff should only occur once per box
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{
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return true;
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S_StartSound(mobj, sfx_kc2e);
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S_StartSound(mobj, sfx_s3k9f);
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S_StartSound(mobj, sfx_kc2e);
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}
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S_StartSound(mobj, sfx_s3k9f);
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for (j = 0; j < 16; j++)
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for (j = 0; j < 16; j++)
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{
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{
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fixed_t hmomentum = P_RandomRange(PR_DECORATION, 3, 6) * mobj->scale;
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fixed_t hmomentum = P_RandomRange(PR_DECORATION, -5, 5) * mobj->scale;
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fixed_t vmomentum = P_RandomRange(PR_DECORATION, 1, 3) * mobj->scale;
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fixed_t vmomentum = P_RandomRange(PR_DECORATION, -5, 5) * mobj->scale;
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UINT16 color = P_RandomKey(PR_DECORATION, numskincolors);
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UINT16 color = P_RandomKey(PR_DECORATION, numskincolors);
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angle_t ang = R_PointToAngle(mobj->target->momx, mobj->target->momy);
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fixed_t ang = FixedAngle(P_RandomRange(PR_DECORATION, 0, 359)*FRACUNIT);
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SINT8 flip = 1;
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SINT8 flip = 1;
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mobj_t *dust;
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mobj_t *dust;
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@ -391,11 +391,11 @@ void SetRandomFakePlayerSkin(player_t* player, boolean fast)
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for (j = 0; j < 16; j++)
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for (j = 0; j < 16; j++)
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{
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{
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fixed_t hmomentum = P_RandomRange(PR_DECORATION, 10, 20) * parent->scale;
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fixed_t hmomentum = P_RandomRange(PR_DECORATION, -10, 10) * parent->scale;
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fixed_t vmomentum = P_RandomRange(PR_DECORATION, 5, 10) * parent->scale;
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fixed_t vmomentum = P_RandomRange(PR_DECORATION, -10, 10) * parent->scale;
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UINT16 color = P_RandomKey(PR_DECORATION, numskincolors);
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UINT16 color = P_RandomKey(PR_DECORATION, numskincolors);
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angle_t ang = R_PointToAngle(parent->momx, parent->momy);
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angle_t ang = FixedAngle(P_RandomRange(PR_DECORATION, 0, 359)*FRACUNIT);
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SINT8 flip = 1;
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SINT8 flip = 1;
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mobj_t *dust;
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mobj_t *dust;
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