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Rename MT_DLZ_SEASAW_VISUAL to MT_SEASAW_VISUAL, reorganize seasaw states
In preparation for Gust Planet seasaws, I'm grouping these separately from the rest of Dead Line states. Because the visual object does no think for itself, rather by proxy of the main seasaw object: I removed the DLZ tag, since this object will be reused for Gust Planet.
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b8c18ce39f
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4 changed files with 91 additions and 89 deletions
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@ -5971,9 +5971,6 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_DLZ_HOVER",
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"MT_DLZ_ROCKET",
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"MT_DLZ_SEASAW_SPAWN",
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"MT_DLZ_SEASAW_HITBOX",
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"MT_DLZ_SEASAW_VISUAL",
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"MT_DLZ_RINGVACCUM",
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"MT_DLZ_SUCKEDRING",
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@ -5999,6 +5996,10 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
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"MT_BLENDEYE_PUYO_DUST",
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"MT_BLENDEYE_PUYO_DUST_COFFEE",
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"MT_MEGABARRIER",
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"MT_SEASAW_VISUAL",
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"MT_DLZ_SEASAW_SPAWN",
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"MT_DLZ_SEASAW_HITBOX",
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};
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const char *const MOBJFLAG_LIST[] = {
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164
src/info.c
164
src/info.c
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@ -31124,87 +31124,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_SPAWN,
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3432, // doomednum
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S_INVISIBLE, // 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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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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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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0, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_HITBOX,
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-1, // doomednum
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S_INVISIBLE, // 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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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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8*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_VISUAL,
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-1, // doomednum
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S_INVISIBLE, // 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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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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40*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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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_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_RINGVACCUM,
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3433, // doomednum
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S_INVISIBLE, // spawnstate
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@ -31770,7 +31689,88 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY|MF_NOSQUISH, // flags
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S_NULL // raisestate
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}
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},
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{ // MT_SEASAW_VISUAL,
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-1, // doomednum
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S_INVISIBLE, // 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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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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40*FRACUNIT, // radius
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64*FRACUNIT, // height
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0, // display offset
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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_NOCLIP|MF_NOCLIPHEIGHT, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_SPAWN,
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3432, // doomednum
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S_INVISIBLE, // 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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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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32*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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0, // flags
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S_NULL // raisestate
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},
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{ // MT_DLZ_SEASAW_HITBOX,
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-1, // doomednum
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S_INVISIBLE, // 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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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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8*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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0, // mass
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0, // damage
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sfx_None, // activesound
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MF_SOLID, // flags
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S_NULL // raisestate
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},
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};
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@ -7242,9 +7242,6 @@ typedef enum mobj_type
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MT_DLZ_HOVER,
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MT_DLZ_ROCKET,
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MT_DLZ_SEASAW_SPAWN,
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MT_DLZ_SEASAW_HITBOX,
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MT_DLZ_SEASAW_VISUAL,
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MT_DLZ_RINGVACCUM,
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MT_DLZ_SUCKEDRING,
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@ -7272,6 +7269,10 @@ typedef enum mobj_type
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MT_MEGABARRIER,
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MT_SEASAW_VISUAL,
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MT_DLZ_SEASAW_SPAWN,
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MT_DLZ_SEASAW_HITBOX,
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MT_FIRSTFREESLOT,
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MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
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NUMMOBJTYPES
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@ -151,7 +151,7 @@ void Obj_DLZSeasawSpawn(mobj_t *mo)
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{
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// right now we don't care if the objects are positionned properly.
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mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_DLZ_SEASAW_VISUAL);
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mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
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vis->sprite = SPR_DLZS;
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vis->frame = (j+1)|FF_PAPERSPRITE;
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vis->tics = -1;
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