Fix up and remove some objects

This commit is contained in:
NepDisk 2025-04-24 16:07:37 -04:00
parent 2ace4b2500
commit 6ee27d76de
13 changed files with 89 additions and 297 deletions

View file

@ -3444,18 +3444,6 @@ thingtypes
height = 34;
flags8text = "[8] Double size";
}
1109
{
title = "Firebar Spawnpoint";
sprite = "BFBRA0";
width = 17;
height = 34;
flags4text = "[4] No sounds";
flags8text = "[8] Double size";
angletext = "Tag";
parametertext = "Spokes";
fixedrotation = 1;
}
1110
{
title = "Custom Mace Spawnpoint";

View file

@ -2928,63 +2928,6 @@ udmf
width = 17;
height = 34;
}
1109
{
title = "Firebar Spawnpoint";
sprite = "BFBRA0";
width = 17;
height = 34;
arg0
{
title = "Number of links";
}
arg1
{
title = "Number of spokes";
}
arg2
{
title = "Width";
}
arg3
{
title = "Speed";
}
arg4
{
title = "Phase";
type = 8;
}
arg5
{
title = "Pinch";
type = 8;
}
arg6
{
title = "Omitted spokes";
}
arg7
{
title = "Omitted links";
}
arg8
{
title = "Flags";
type = 12;
enum
{
1 = "Double size";
2 = "No sounds";
4 = "Player-turnable chain";
8 = "Swing instead of spin";
16 = "Omit chain links";
32 = "Spawn link at origin";
64 = "Clip inside ground";
128 = "No distance check";
}
}
}
1110
{
title = "Custom Mace Spawnpoint";

View file

@ -1300,7 +1300,7 @@ static inline void AM_drawSpecialThingsOnly(UINT8 colors)
|| t->type == MT_PAPERITEMSPOT
//|| t->type == MT_OVERTIME_CENTER
|| t->type == MT_RING
|| t->type == MT_BLUESPHERE
|| t->type == MT_BLUEBALL
|| t->type == MT_WAYPOINT
|| t->type == MT_ITEMCAPSULE
|| t->flags & MF_SPRING)

View file

@ -81,7 +81,7 @@
#include <tracy/tracy/Tracy.hpp>
// Put hashes here to get them out of header hell.
#define ASSET_HASH_MAIN_PK3 "88203c9fa8e85e61913af275450adfdf"
#define ASSET_HASH_MAIN_PK3 "6e6de1491bdd5410adedbe6e446a8990"
#define ASSET_HASH_SRB2_SRB "c1b9577687f8a795104aef4600720ea7"
#define ASSET_HASH_GFX_KART "06f86ee16136eb8a7043b15001797034"
#define ASSET_HASH_TEXTURES_KART "abb53d56aba47c3a8cb0f764da1c8b80"

View file

@ -32,7 +32,7 @@
#include "doomdef.h"
// Feel free to provide your own, if you care enough to create another Discord app for this :P
#define DISCORD_APPID "977470696852684833"
#define DISCORD_APPID "1364963317784776714"
// length of IP strings
#define IP_SIZE 21

View file

@ -101,7 +101,7 @@
extern "C" {
#endif
//#define NOMD5
#define NOMD5
// Uncheck this to compile debugging code
//#define RANGECHECK

View file

@ -501,9 +501,6 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_GFLG
&lspr[NOLIGHT], // SPR_FNSF
&lspr[NOLIGHT], // SPR_CORK
&lspr[NOLIGHT], // SPR_LHRT
// Ring Weapons
&lspr[RINGLIGHT_L], // SPR_RRNG
&lspr[RINGLIGHT_L], // SPR_RNGB

View file

@ -57,6 +57,9 @@ _(EGGMOBILE_FIRE)
// Boss 2
_(EGGMOBILE2)
_(EGGMOBILE2_POGO)
_(BOSSTANK1)
_(BOSSTANK2)
_(BOSSSPIGOT)
_(GOOP)
// Boss 3
@ -97,9 +100,7 @@ _(MSGATHER)
// Collectible Items
_(RING)
_(FLINGRING) // Lost ring
_(BLUESPHERE) // Blue sphere for special stages
_(FLINGBLUESPHERE) // Lost blue sphere
_(BOMBSPHERE)
_(BLUEBALL) // Blue sphere for special stages
_(REDTEAMRING) // Rings collectable by red team.
_(BLUETEAMRING) // Rings collectable by blue team.
_(EMMY) // Special Stage token for special stage
@ -126,16 +127,11 @@ _(BALLOON)
_(YELLOWSPRING)
_(REDSPRING)
_(BLUESPRING)
_(GREYSPRING)
_(GRAYSPRING)
_(INVISSPRING)
_(YELLOWDIAG) // Yellow Diagonal Spring
_(REDDIAG) // Red Diagonal Spring
_(BLUEDIAG) // Blue Diagonal Spring
_(GREYDIAG) // Grey Diagonal Spring
_(YELLOWHORIZ) // Yellow Horizontal Spring
_(REDHORIZ) // Red Horizontal Spring
_(BLUEHORIZ) // Blue Horizontal Spring
_(GREYHORIZ) // Grey Horizontal Spring
// Interactive Objects
_(BUBBLES) // Bubble source
@ -234,10 +230,8 @@ _(FLAME) // Flame
_(EGGSTATUE) // Eggman Statue
_(MACEPOINT) // Mace rotation point
_(CHAINMACEPOINT) // Combination of chains and maces point
_(SPRINGBALLPOINT) // Spring ball point
_(CHAINPOINT) // Mace chain
_(HIDDEN_SLING) // Spin mace chain (activatable)
_(FIREBARPOINT) // Firebar
_(CUSTOMMACEPOINT) // Custom mace
_(SMALLMACECHAIN) // Small Mace Chain
_(BIGMACECHAIN) // Big Mace Chain
@ -245,10 +239,6 @@ _(SMALLMACE) // Small Mace
_(BIGMACE) // Big Mace
_(SMALLGRABCHAIN) // Small Grab Chain
_(BIGGRABCHAIN) // Big Grab Chain
_(YELLOWSPRINGBALL) // Yellow spring on a ball
_(REDSPRINGBALL) // Red spring on a ball
_(SMALLFIREBAR) // Small Firebar
_(BIGFIREBAR) // Big Firebar
_(CEZFLOWER) // Flower
// Arid Canyon Scenery
@ -279,8 +269,6 @@ _(TRAPGOYLEUP)
_(TRAPGOYLEDOWN)
_(TRAPGOYLELONG)
_(TARGET) // AKA Red Crystal
_(GREENFLAME)
_(BLUEGARGOYLE)
// Stalagmites
_(STALAGMITE0)
@ -436,9 +424,6 @@ _(FINISHFLAG) // Finish flag
// Ambient Sounds
_(AMBIENT)
_(CORK)
_(LHRT)
// Ring Weapons
_(REDRING)
_(BOUNCERING)
@ -704,8 +689,6 @@ _(FIREDITEM)
_(INSTASHIELDA)
_(INSTASHIELDB)
_(POWERCLASH) // Grow/Invinc clash VFX
_(PLAYERARROW)
_(PLAYERWANTED)
@ -720,7 +703,7 @@ _(FZEROBOOM)
_(SONICBUSH)
// Marble Zone
_(MARBLEFLAMEPARTICLE)
_(FLAMEPARTICLE)
_(MARBLETORCH)
_(MARBLELIGHT)
_(MARBLEBURNER)

View file

@ -36,6 +36,7 @@ _(GSNP) // Green Snapper
_(MNUS) // Minus
_(SSHL) // Spring Shell
_(UNID) // Unidus
_(BBUZ) // AquaBuzz, for Azure Temple
// Generic Boss Items
_(JETF) // Boss jet fumes
@ -46,12 +47,14 @@ _(EGLZ) // Boss 1 Junk
// Boss 2 (Techno Hill)
_(EGGN) // Boss 2
_(TANK) // Boss 2 Junk
_(TNKA) // Boss 2 Tank 1
_(TNKB) // Boss 2 Tank 2
_(SPNK) // Boss 2 Spigot
_(GOOP) // Boss 2 Goop
// Boss 3 (Deep Sea)
_(EGGO) // Boss 3
_(SEBH) // Boss 3 Junk
_(PRPL) // Boss 3 Propeller
_(FAKE) // Boss 3 Fakemobile
_(SHCK) // Boss 3 Shockwave
@ -97,7 +100,6 @@ _(NCHP) // NiGHTS chip
_(NSTR) // NiGHTS star
_(EMBM) // Emblem
_(CEMG) // Chaos Emeralds
_(SHRD) // Emerald Hunt
// Interactive Objects
_(BBLS) // water bubble source
@ -179,8 +181,6 @@ _(SMCE) // Small Mace
_(BMCE) // Big Mace
_(YSPB) // Yellow spring on a ball
_(RSPB) // Red spring on a ball
_(SFBR) // Small Firebar
_(BFBR) // Big Firebar
// Arid Canyon Scenery
_(BTBL) // Big tumbleweed
@ -259,6 +259,8 @@ _(FL16) // Canary
_(FS01) // Spider
_(FS02) // Bat
_(EMER)
// Springs
_(FANS) // Fan
_(STEM) // Steam riser
@ -271,7 +273,6 @@ _(SPRG) // Grey Vertical Spring
_(YSPR) // Yellow Diagonal Spring
_(RSPR) // Red Diagonal Spring
_(BSPR) // Blue Diagonal Spring
_(GSPR) // Grey Diagonal Spring
_(SSWY) // Yellow Horizontal Spring
_(SSWR) // Red Horizontal Spring
_(SSWB) // Blue Horizontal Spring
@ -303,9 +304,6 @@ _(TTAG) // Tag Sign
_(GFLG) // Got Flag sign
_(FNSF) // Finish flag
_(CORK)
_(LHRT)
// Ring Weapons
_(RRNG) // Red Ring
_(RNGB) // Bounce Ring
@ -589,6 +587,7 @@ _(SNOB)
_(ICEB)
// Ezo's maps - many single-use sprites!
_(CNDL)
_(ECND)
_(DOCH)
_(DUCK)

View file

@ -210,10 +210,15 @@ _(SNAILER_FLICKY)
// Vulture
_(VULTURE_STND)
_(VULTURE_DRIFT)
_(VULTURE_VTOL1)
_(VULTURE_VTOL2)
_(VULTURE_VTOL3)
_(VULTURE_VTOL4)
_(VULTURE_ZOOM1)
_(VULTURE_ZOOM2)
_(VULTURE_STUNNED)
_(VULTURE_ZOOM3)
_(VULTURE_ZOOM4)
_(VULTURE_ZOOM5)
// Pointy
_(POINTY1)
@ -312,7 +317,13 @@ _(UNIDUS_RUN)
_(UNIDUS_BALL)
// Boss Explosion
_(BOSSEXPLODE)
_(BPLD1)
_(BPLD2)
_(BPLD3)
_(BPLD4)
_(BPLD5)
_(BPLD6)
_(BPLD7)
// S3&K Boss Explosion
_(SONIC3KBOSSEXPLOSION1)
@ -828,48 +839,8 @@ _(FASTRING11)
_(FASTRING12)
// Blue Sphere for special stages
_(BLUESPHERE)
_(BLUESPHERE_SPAWN)
_(BLUESPHERE_BOUNCE1)
_(BLUESPHERE_BOUNCE2)
_(BLUESPHERE_BOUNCE3)
_(BLUESPHERE_BOUNCE4)
_(BLUESPHERE_BOUNCE5)
_(BLUESPHERE_BOUNCE6)
_(BLUESPHERE_BOUNCE7)
_(BLUESPHERE_BOUNCE8)
_(BLUESPHERE_BOUNCE9)
_(BLUESPHERE_BOUNCE10)
_(BLUESPHERE_BOUNCE11)
_(BLUESPHERE_BOUNCE12)
_(BLUESPHERE_BOUNCE13)
_(BLUESPHERE_BOUNCE14)
_(BLUESPHERE_BOUNCE15)
_(BLUESPHERE_BOUNCE16)
_(BLUESPHERE_BOUNCE17)
_(BLUESPHERE_BOUNCE18)
_(BLUESPHERE_BOUNCE19)
_(BLUESPHERE_BOUNCE20)
_(BLUESPHERE_BOUNCE21)
_(BLUESPHERE_BOUNCE22)
_(BLUESPHERE_BOUNCE23)
_(BLUESPHERE_BOUNCE24)
_(BLUESPHERE_BOUNCE25)
_(BLUESPHERE_BOUNCE26)
_(BLUESPHERE_BOUNCE27)
_(BLUESPHERE_BOUNCE28)
// Bomb Sphere
_(BOMBSPHERE1)
_(BOMBSPHERE2)
_(BOMBSPHERE3)
_(BOMBSPHERE4)
_(BLUEBALL)
_(BLUEBALLSPARK)
// NiGHTS Chip
_(NIGHTSCHIP)
@ -932,11 +903,6 @@ _(CEMG5)
_(CEMG6)
_(CEMG7)
// Emerald hunt shards
_(SHRD1)
_(SHRD2)
_(SHRD3)
// Bubble Source
_(BUBBLES1)
_(BUBBLES2)
@ -1290,9 +1256,10 @@ _(BLUECRYSTAL1)
_(CEZCHAIN)
// Flame
_(FLAME)
_(FLAMEPARTICLE)
_(FLAMEREST)
_(FLAME1)
_(FLAME2)
_(FLAME3)
_(FLAME4)
// Eggman Statue
_(EGGSTATUE1)
@ -1309,56 +1276,6 @@ _(BIGMACE)
_(SMALLGRABCHAIN)
_(BIGGRABCHAIN)
// Yellow spring on a ball
_(YELLOWSPRINGBALL)
_(YELLOWSPRINGBALL2)
_(YELLOWSPRINGBALL3)
_(YELLOWSPRINGBALL4)
_(YELLOWSPRINGBALL5)
// Red spring on a ball
_(REDSPRINGBALL)
_(REDSPRINGBALL2)
_(REDSPRINGBALL3)
_(REDSPRINGBALL4)
_(REDSPRINGBALL5)
// Small Firebar
_(SMALLFIREBAR1)
_(SMALLFIREBAR2)
_(SMALLFIREBAR3)
_(SMALLFIREBAR4)
_(SMALLFIREBAR5)
_(SMALLFIREBAR6)
_(SMALLFIREBAR7)
_(SMALLFIREBAR8)
_(SMALLFIREBAR9)
_(SMALLFIREBAR10)
_(SMALLFIREBAR11)
_(SMALLFIREBAR12)
_(SMALLFIREBAR13)
_(SMALLFIREBAR14)
_(SMALLFIREBAR15)
_(SMALLFIREBAR16)
// Big Firebar
_(BIGFIREBAR1)
_(BIGFIREBAR2)
_(BIGFIREBAR3)
_(BIGFIREBAR4)
_(BIGFIREBAR5)
_(BIGFIREBAR6)
_(BIGFIREBAR7)
_(BIGFIREBAR8)
_(BIGFIREBAR9)
_(BIGFIREBAR10)
_(BIGFIREBAR11)
_(BIGFIREBAR12)
_(BIGFIREBAR13)
_(BIGFIREBAR14)
_(BIGFIREBAR15)
_(BIGFIREBAR16)
_(CEZFLOWER)
// Big Tumbleweed
@ -1445,12 +1362,6 @@ _(TARGET_HIT2)
_(TARGET_RESPAWN)
_(TARGET_ALLDONE)
// ATZ's green flame
_(GREENFLAME)
// ATZ Blue Gargoyle
_(BLUEGARGOYLE)
// Stalagmites
_(STG0)
_(STG1)
@ -1969,6 +1880,9 @@ _(SECRETFLICKY_02_FLAP3)
_(SECRETFLICKY_02_STAND)
_(SECRETFLICKY_02_CENTER)
// Emeralds (for hunt)
_(EMER1)
// Fan
_(FAN)
_(FAN2)
@ -1996,28 +1910,32 @@ _(BALLOONPOP5)
_(BALLOONPOP6)
// Yellow Spring
_(YELLOWSPRING1)
_(YELLOWSPRING)
_(YELLOWSPRING2)
_(YELLOWSPRING3)
_(YELLOWSPRING4)
_(YELLOWSPRING5)
// Red Spring
_(REDSPRING1)
_(REDSPRING)
_(REDSPRING2)
_(REDSPRING3)
_(REDSPRING4)
_(REDSPRING5)
// Blue Spring
_(BLUESPRING1)
_(BLUESPRING)
_(BLUESPRING2)
_(BLUESPRING3)
_(BLUESPRING4)
_(BLUESPRING5)
// Grey Spring
_(GREYSPRING1)
_(GREYSPRING2)
_(GREYSPRING3)
_(GREYSPRING4)
_(GRAYSPRING)
_(GRAYSPRING2)
_(GRAYSPRING3)
_(GRAYSPRING4)
_(GRAYSPRING5)
// Invis-spring - this is used just for the sproing sound.
_(INVISSPRING)
@ -2040,36 +1958,6 @@ _(BDIAG2)
_(BDIAG3)
_(BDIAG4)
// Grey Diagonal Spring
_(GDIAG1)
_(GDIAG2)
_(GDIAG3)
_(GDIAG4)
// Yellow Horizontal Spring
_(YHORIZ1)
_(YHORIZ2)
_(YHORIZ3)
_(YHORIZ4)
// Red Horizontal Spring
_(RHORIZ1)
_(RHORIZ2)
_(RHORIZ3)
_(RHORIZ4)
// Blue Horizontal Spring
_(BHORIZ1)
_(BHORIZ2)
_(BHORIZ3)
_(BHORIZ4)
// Grey Horizontal Spring
_(GHORIZ1)
_(GHORIZ2)
_(GHORIZ3)
_(GHORIZ4)
// Rain
_(RAIN1)
_(RAINRETURN)
@ -2199,9 +2087,6 @@ _(GOTFLAG)
// Finish flag
_(FINISHFLAG)
_(CORK)
_(LHRT)
// Red Ring
_(RRNG1)
_(RRNG2)
@ -3225,8 +3110,6 @@ _(INSTASHIELDB5)
_(INSTASHIELDB6)
_(INSTASHIELDB7)
_(POWERCLASH) // Grow/Invinc clash VFX
_(PLAYERARROW) // Above player arrow
_(PLAYERARROW_BOX)
_(PLAYERARROW_ITEM)
@ -3396,7 +3279,7 @@ _(FZSLOWSMOKE5)
_(SONICBUSH)
// Marble Zone
_(MARBLEFLAMEPARTICLE)
_(FLAMEPARTICLE)
_(MARBLETORCH)
_(MARBLELIGHT)
_(MARBLEBURNER)

View file

@ -694,6 +694,27 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
player->pickuprings++;
return;
case MT_COIN:
case MT_FLINGCOIN:
if (!(P_CanPickupItem(player, 0)))
return;
special->momx = special->momy = 0;
P_GivePlayerRings(player, 1);
break;
case MT_BLUEBALL:
if (!(P_CanPickupItem(player, 0)))
return;
P_GivePlayerRings(player, 1);
special->momx = special->momy = special->momz = 0;
special->destscale = FixedMul(8*FRACUNIT, special->scale);
if (states[special->info->deathstate].tics > 0)
special->scalespeed = FixedDiv(FixedDiv(special->destscale, special->scale), states[special->info->deathstate].tics<<FRACBITS);
else
special->scalespeed = 4*FRACUNIT/5;
break;
// Special Stage Token
case MT_EMMY:
if (player->bot)

View file

@ -1183,7 +1183,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
{
case MT_FLINGRING:
case MT_FLINGCOIN:
case MT_FLINGBLUESPHERE:
case MT_FLINGNIGHTSCHIP:
case MT_FLINGEMERALD:
case MT_BOUNCERING:
@ -2260,8 +2259,7 @@ boolean P_ZMovement(mobj_t *mo)
break;
case MT_RING: // Ignore still rings
case MT_BLUESPHERE:
case MT_FLINGRING:
case MT_BLUEBALL:
// Remove flinged stuff from death pits.
if (P_CheckDeathPitCollide(mo))
{
@ -6996,9 +6994,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
break;
case MT_MACEPOINT:
case MT_CHAINMACEPOINT:
case MT_SPRINGBALLPOINT:
case MT_CHAINPOINT:
case MT_FIREBARPOINT:
case MT_CUSTOMMACEPOINT:
case MT_HIDDEN_SLING:
P_MaceSceneryThink(mobj);
@ -7740,6 +7736,12 @@ static boolean P_MobjDeadThink(mobj_t *mobj)
{
switch (mobj->type)
{
case MT_BLUEBALL:
if ((mobj->tics>>2)+1 > 0 && (mobj->tics>>2)+1 <= tr_trans60) // tr_trans50 through tr_trans90, shifting once every second frame
mobj->frame = (NUMTRANSMAPS-((mobj->tics>>2)+1))<<FF_TRANSSHIFT;
else // tr_trans60 otherwise
mobj->frame = tr_trans60<<FF_TRANSSHIFT;
break;
case MT_PLAYER:
/// \todo Have the player's dead body completely finish its animation even if they've already respawned.
@ -10338,7 +10340,6 @@ void P_MobjThinker(mobj_t *mobj)
// Sliding physics for slidey mobjs!
if (mobj->type == MT_FLINGRING
|| mobj->type == MT_FLINGCOIN
|| mobj->type == MT_FLINGBLUESPHERE
|| mobj->type == MT_FLINGNIGHTSCHIP
|| mobj->type == MT_FLINGEMERALD
|| mobj->type == MT_BIGTUMBLEWEED
@ -10658,7 +10659,7 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
case MT_RING:
case MT_FLINGRING:
case MT_FLOATINGITEM:
case MT_BLUESPHERE:
case MT_BLUEBALL:
case MT_ITEMCAPSULE:
default:
if (thing->flags & (MF_ENEMY|MF_BOSS))
@ -10939,12 +10940,11 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->color = skincolor_blueteam;
break;
case MT_RING:
case MT_COIN:
case MT_BLUEBALL:
if (nummaprings >= 0)
nummaprings++;
break;
case MT_CORK:
mobj->flags2 |= MF2_SUPERFIRE;
break;
// SRB2Kart
case MT_ITEMCAPSULE:
{
@ -11317,7 +11317,7 @@ void P_RemoveMobj(mobj_t *mobj)
// Rings only, please!
if (mobj->spawnpoint &&
(mobj->type == MT_RING
|| mobj->type == MT_BLUESPHERE)
|| mobj->type == MT_BLUEBALL)
&& !(mobj->flags2 & MF2_DONTRESPAWN))
{
//CONS_Printf("added to queue at tic %d\n", leveltime);
@ -12247,18 +12247,11 @@ fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mt
// Objects with a non-zero default height.
// (None yet)
// Horizontal springs, float additional units unless args[0] is set.
case MT_YELLOWHORIZ:
case MT_REDHORIZ:
case MT_BLUEHORIZ:
offset += mthing->args[0] ? 0 : 16*FRACUNIT;
break;
// Ring-like items, float additional units unless args[0] is set.
case MT_SPIKEBALL:
case MT_EMBLEM:
case MT_RING:
case MT_BLUESPHERE:
case MT_BLUEBALL:
case MT_EMMY:
offset += mthing->args[0] ? 0 : 24*FRACUNIT;
break;
@ -12396,6 +12389,7 @@ static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
}
break;
case MT_COIN:
case MT_BLUEBALL:
{
if (gametype == GT_RACE || gametype == GT_BATTLE) // they don't spawn in kart so I guess i'll do this?
return false;
@ -12542,18 +12536,6 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
// Mobjtype selection
switch (mobj->type)
{
case MT_SPRINGBALLPOINT:
macetype = ((mthing->args[8] & TMM_DOUBLESIZE)
? MT_REDSPRINGBALL
: MT_YELLOWSPRINGBALL);
chainlink = MT_SMALLMACECHAIN;
break;
case MT_FIREBARPOINT:
macetype = ((mthing->args[8] & TMM_DOUBLESIZE)
? MT_BIGFIREBAR
: MT_SMALLFIREBAR);
chainlink = MT_NULL;
break;
case MT_CUSTOMMACEPOINT:
macetype = mthing->stringargs[0] ? get_number(mthing->stringargs[0]) : MT_NULL;
chainlink = mthing->stringargs[1] ? get_number(mthing->stringargs[1]) : MT_NULL;
@ -12616,7 +12598,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
mobj->flags2 |= MF2_BOSSNOTRAP;
// Make the links the same type as the end - repeated below
if ((mobj->type != MT_CHAINPOINT) && (((mthing->args[8] & TMM_MACELINKS) == TMM_MACELINKS) != (mobj->type == MT_FIREBARPOINT))) // exclusive or
if ((mobj->type != MT_CHAINPOINT) && ((mthing->args[8] & TMM_MACELINKS) == TMM_MACELINKS)) // exclusive or
{
linktype = macetype;
radiusfactor = 2; // Double the radius.
@ -12967,9 +12949,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
break;
case MT_MACEPOINT:
case MT_CHAINMACEPOINT:
case MT_SPRINGBALLPOINT:
case MT_CHAINPOINT:
case MT_FIREBARPOINT:
case MT_CUSTOMMACEPOINT:
if (!P_SetupMace(mthing, mobj, doangle))
return false;
@ -13305,10 +13285,9 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
case MT_REDDIAG:
case MT_YELLOWDIAG:
case MT_BLUEDIAG:
case MT_GREYDIAG:
case MT_REDSPRING:
case MT_BLUESPRING:
case MT_GREYSPRING:
case MT_GRAYSPRING:
case MT_YELLOWSPRING:
case MT_INVISSPRING:
{

View file

@ -7286,7 +7286,6 @@ static void P_ConvertBinaryThingTypes(void)
case 1105: //Chain with maces spawnpoint
case 1106: //Chained spring spawnpoint
case 1107: //Chain spawnpoint
case 1109: //Firebar spawnpoint
case 1110: //Custom mace spawnpoint
{
mtag_t tag = (mtag_t)mapthings[i].angle;