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Hardcode MT_SNEAKERPANELSPAWNER & adjust FF_GLOBALANIM behaviour
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9 changed files with 77 additions and 35 deletions
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@ -301,7 +301,7 @@ actionpointer_t actionpointers[] =
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{{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"},
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{{A_SpawnItemDebrisCloud}, "A_SPAWNITEMDEBRISCLOUD"},
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{{A_RingShooterFace}, "A_RINGSHOOTERFACE"},
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{{A_TextureAnimate}, "A_TEXTUREANIMATE"},
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{{A_SpawnSneakerPanel}, "A_SPAWNSNEAKERPANEL"},
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{{NULL}, "NONE"},
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@ -4255,6 +4255,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
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"S_SNEAKERPANEL",
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"S_SNEAKERPANEL_SMALL",
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"S_SNEAKERPANEL_TINY",
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"S_SNEAKERPANELSPAWNER",
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// Various plants
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"S_SONICBUSH",
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@ -5629,6 +5630,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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// Sneaker Panels
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"MT_SNEAKERPANEL",
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"MT_SNEAKERPANELSPAWNER",
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// Various plants
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"MT_SONICBUSH",
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34
src/info.c
34
src/info.c
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@ -4941,9 +4941,10 @@ state_t states[NUMSTATES] =
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{SPR_RAIR, FF_ADD|3, 2, {NULL}, 0, 0, S_DASHRING_VERTICAL_FLASH1}, // S_DASHRING_VERTICAL_FLASH2
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// Sneaker Panels
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{SPR_BSTP, FF_FLOORSPRITE|FF_FULLBRIGHT, 1, {A_TextureAnimate}, 5, 2, S_SNEAKERPANEL}, // S_SNEAKERPANEL
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{SPR_BSTS, FF_FLOORSPRITE|FF_FULLBRIGHT, 1, {A_TextureAnimate}, 5, 2, S_SNEAKERPANEL_SMALL}, // S_SNEAKERPANEL_SMALL
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{SPR_BSTT, FF_FLOORSPRITE|FF_FULLBRIGHT, 1, {A_TextureAnimate}, 5, 2, S_SNEAKERPANEL_TINY}, // S_SNEAKERPANEL_TINY
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{SPR_BSTP, FF_ANIMATE|FF_GLOBALANIM|FF_FLOORSPRITE|FF_FULLBRIGHT, -1, {NULL}, 5, 2, S_SNEAKERPANEL}, // S_SNEAKERPANEL
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{SPR_BSTS, FF_ANIMATE|FF_GLOBALANIM|FF_FLOORSPRITE|FF_FULLBRIGHT, -1, {NULL}, 5, 2, S_SNEAKERPANEL_SMALL}, // S_SNEAKERPANEL_SMALL
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{SPR_BSTT, FF_ANIMATE|FF_GLOBALANIM|FF_FLOORSPRITE|FF_FULLBRIGHT, -1, {NULL}, 5, 2, S_SNEAKERPANEL_TINY}, // S_SNEAKERPANEL_TINY
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{SPR_NULL, 0, 65, {A_SpawnSneakerPanel}, 0, 0, S_SNEAKERPANELSPAWNER}, // S_SNEAKERPANELSPAWNER
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// Various plants
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{SPR_SBUS, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SONICBUSH
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@ -26834,6 +26835,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_SNEAKERPANELSPAWNER
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511, // doomednum
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S_SNEAKERPANELSPAWNER, // spawnstate
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0, // 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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0, // speed
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32*FRACUNIT, // radius
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60*FRACUNIT, // height
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0, // dispoffset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_NOBLOCKMAP|MF_SCENERY|MF_NOCLIPTHING, // flags
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S_NULL // raisestate
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},
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{ // MT_SONICBUSH,
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715, // doomednum
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S_SONICBUSH, // spawnstate
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@ -294,7 +294,7 @@ enum actionnum
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A_INVINCSPARKLEROTATE,
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A_SPAWNITEMDEBRISCLOUD,
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A_RINGSHOOTERFACE,
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A_TEXTUREANIMATE,
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A_SPAWNSNEAKERPANEL,
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NUMACTIONS
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};
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@ -569,7 +569,7 @@ void A_FlameShieldPaper();
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void A_InvincSparkleRotate();
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void A_SpawnItemDebrisCloud();
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void A_RingShooterFace();
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void A_TextureAnimate();
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void A_SpawnSneakerPanel();
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extern boolean actionsoverridden[NUMACTIONS];
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@ -5394,6 +5394,7 @@ typedef enum state
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S_SNEAKERPANEL,
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S_SNEAKERPANEL_SMALL,
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S_SNEAKERPANEL_TINY,
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S_SNEAKERPANELSPAWNER,
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// Various plants
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S_SONICBUSH,
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@ -6803,6 +6804,7 @@ typedef enum mobj_type
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// Sneaker Panels
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MT_SNEAKERPANEL,
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MT_SNEAKERPANELSPAWNER,
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// Various plants
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MT_SONICBUSH,
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@ -194,9 +194,9 @@ void Obj_DashRingPlayerThink(player_t *player);
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boolean Obj_DashRingPlayerHasNoGravity(player_t *player);
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/* Sneaker Panels */
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void Obj_SneakerPanelSpriteScale(mobj_t *mobj);
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void Obj_SneakerPanelSpawn(mobj_t *mobj);
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void Obj_SneakerPanelSetup(mobj_t *mobj, mapthing_t *mthing);
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void Obj_SneakerPanelThink(mobj_t *mobj);
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void Obj_SneakerPanelCollide(mobj_t *pad, mobj_t *mo);
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#ifdef __cplusplus
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@ -5,7 +5,7 @@
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#define SNEAKERPANEL_RADIUS (64*FRACUNIT)
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static void SneakerPanelSpriteScale(mobj_t *mobj)
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void Obj_SneakerPanelSpriteScale(mobj_t *mobj)
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{
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statenum_t newState;
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fixed_t spriteScale;
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@ -41,7 +41,7 @@ static void SneakerPanelSpriteScale(mobj_t *mobj)
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void Obj_SneakerPanelSpawn(mobj_t *mobj)
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{
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mobj->renderflags |= RF_OBJECTSLOPESPLAT | RF_NOSPLATBILLBOARD;
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SneakerPanelSpriteScale(mobj);
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Obj_SneakerPanelSpriteScale(mobj);
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}
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void Obj_SneakerPanelSetup(mobj_t *mobj, mapthing_t *mthing)
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@ -52,14 +52,7 @@ void Obj_SneakerPanelSetup(mobj_t *mobj, mapthing_t *mthing)
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mobj->flags2 |= MF2_OBJECTFLIP;
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}
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P_TryMove(mobj, mobj->x, mobj->y, true, NULL); // sets standingslope
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SneakerPanelSpriteScale(mobj);
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}
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void Obj_SneakerPanelThink(mobj_t *mobj)
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{
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// ugh, this only has to exist because of the sneaker panel spawners...
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// I think, when we hardcode those, it would be good to make a specialized A_TrapShot wrapper to re-scale their spawned panels and remove this thinker
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SneakerPanelSpriteScale(mobj);
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Obj_SneakerPanelSpriteScale(mobj);
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}
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void Obj_SneakerPanelCollide(mobj_t *panel, mobj_t *mo)
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@ -13662,6 +13662,11 @@ A_SpawnItemDebrisCloud (mobj_t *actor)
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fixed_t kartspeed;
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fixed_t fade;
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if (LUA_CallAction(A_SPAWNITEMDEBRISCLOUD, (actor)))
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{
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return;
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}
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if (target == NULL || target->player == NULL)
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{
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return;
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@ -13735,23 +13740,34 @@ void A_RingShooterFace(mobj_t *actor)
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Obj_UpdateRingShooterFace(actor);
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}
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// Syncs the actor's frame with the animated texture ticker in P_UpdateSpecials
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// Call continuously to simulate an animated texture
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// var1 and var2 act like FF_ANIMATE, i.e.:
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// var1 = number of additional frames to cycle through
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// var2 = number of tics to display each frame
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void A_TextureAnimate(mobj_t *actor)
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// Function: A_SpawnSneakerPanel
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//
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// Description: Spawns a sneaker panel object relative to the location of the actor
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//
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// var1:
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// var1 >> 16 = x offset
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// var1 & 65535 = y offset
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// var2:
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// var2 >> 16 = z
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// var2 & 65535 = unused
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//
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void A_SpawnSneakerPanel(mobj_t *actor)
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{
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INT16 x, y, z;
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mobj_t *mo;
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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if (LUA_CallAction(A_TEXTUREANIMATE, actor))
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if (LUA_CallAction(A_SPAWNSNEAKERPANEL, actor))
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{
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return;
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}
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if (actor->frame & FF_ANIMATE) // this doesn't work if you're animating on your own as well
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return;
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x = (INT16)(locvar1 >> 16);
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y = (INT16)(locvar1 & 65535);
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z = (INT16)(locvar2 >> 16);
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actor->frame += ((leveltime / locvar2) % (locvar1 + 1));
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mo = P_SpawnMobjFromMobj(actor, x << FRACBITS, y << FRACBITS, z << FRACBITS, MT_SNEAKERPANEL);
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mo->angle = actor->angle;
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Obj_SneakerPanelSpriteScale(mo);
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}
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12
src/p_mobj.c
12
src/p_mobj.c
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@ -128,11 +128,10 @@ static void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
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if (st->frame & FF_GLOBALANIM)
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{
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// Attempt to account for the pre-ticker for objects spawned on load
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if (!leveltime) return;
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mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer
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mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
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mobj->anim_duration -= (leveltime % st->var2); // Duration synced to timer
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mobj->frame += (leveltime / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
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if (!thinkersCompleted) // objects spawned BEFORE (or during) thinkers will think during this tic...
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mobj->anim_duration++; // ...so increase the duration of their current frame by 1 to sync with objects spawned AFTER thinkers
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}
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else if (st->frame & FF_RANDOMANIM)
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{
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@ -9608,9 +9607,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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case MT_RAINBOWDASHRING:
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Obj_RainbowDashRingThink(mobj);
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break;
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case MT_SNEAKERPANEL:
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Obj_SneakerPanelThink(mobj);
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break;
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default:
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// check mobj against possible water content, before movement code
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P_MobjCheckWater(mobj);
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@ -48,6 +48,7 @@
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#endif
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tic_t leveltime;
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boolean thinkersCompleted;
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INT32 P_AltFlip(INT32 n, tic_t tics)
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{
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@ -685,6 +686,8 @@ void P_Ticker(boolean run)
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quake_t *quake = NULL;
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INT32 i;
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thinkersCompleted = false;
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// Increment jointime and quittime even if paused
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -794,6 +797,7 @@ void P_Ticker(boolean run)
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ps_thinkertime = I_GetPreciseTime();
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P_RunThinkers();
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ps_thinkertime = I_GetPreciseTime() - ps_thinkertime;
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thinkersCompleted = true;
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// Run any "after all the other thinkers" stuff
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{
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@ -25,6 +25,7 @@ extern "C" {
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#endif
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extern tic_t leveltime;
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extern boolean thinkersCompleted;
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// Called by G_Ticker. Carries out all thinking of enemies and players.
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void Command_Numthinkers_f(void);
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