ref: 272bfd44b65ab79dc58422a56e8ef035da9c5784
parent: 5201de4ff2e4f236c5cf2be064aa506e376b80cb
author: James Haley <[email protected]>
date: Thu Feb 3 00:38:47 EST 2011
Verified various changes in a second sweep through IDA. Fixes: * P_NightmareRespawn fog z and flags restoration * P_MobjThinker respawn time and NOTDMATCH exception * P_RemoveMobj/P_RespawnSpecials timing * P_SpawnBlood order-of-evaluation fix Subversion-branch: /branches/strife-branch Subversion-revision: 2243
--- a/src/strife/p_mobj.c
+++ b/src/strife/p_mobj.c
@@ -47,6 +47,8 @@
// P_SetMobjState
// Returns true if the mobj is still present.
//
+// [STRIFE] Verified unmodified
+//
int test;
boolean
@@ -84,8 +86,10 @@
//
-// P_ExplodeMissile
+// P_ExplodeMissile
//
+// [STRIFE] Removed randomization of deathstate tics
+//
void P_ExplodeMissile (mobj_t* mo)
{
mo->momx = mo->momy = mo->momz = 0;
@@ -93,84 +97,88 @@
P_SetMobjState (mo, mobjinfo[mo->type].deathstate);
// villsa [STRIFE] unused
- /*mo->tics -= P_Random()&3;
+ /*
+ mo->tics -= P_Random()&3;
if (mo->tics < 1)
- mo->tics = 1;*/
+ mo->tics = 1;
+ */
mo->flags &= ~MF_MISSILE;
if (mo->info->deathsound)
- S_StartSound (mo, mo->info->deathsound);
+ S_StartSound (mo, mo->info->deathsound);
}
//
-// P_XYMovement
+// P_XYMovement
//
-#define STOPSPEED 0x1000
-#define FRICTION 0xe800
+#define STOPSPEED 0x1000
+#define FRICTION 0xe800
void P_XYMovement (mobj_t* mo)
-{
- fixed_t ptryx;
- fixed_t ptryy;
- player_t* player;
- fixed_t xmove;
- fixed_t ymove;
+{
+ fixed_t ptryx;
+ fixed_t ptryy;
+ player_t* player;
+ fixed_t xmove;
+ fixed_t ymove;
// villsa [STRIFE] unused
- /*if (!mo->momx && !mo->momy)
+ /*
+ if (!mo->momx && !mo->momy)
{
- if (mo->flags & MF_SKULLFLY)
- {
- // the skull slammed into something
- mo->flags &= ~MF_SKULLFLY;
- mo->momx = mo->momy = mo->momz = 0;
+ if (mo->flags & MF_SKULLFLY)
+ {
+ // the skull slammed into something
+ mo->flags &= ~MF_SKULLFLY;
+ mo->momx = mo->momy = mo->momz = 0;
- P_SetMobjState (mo, mo->info->spawnstate);
- }
- return;
- }*/
-
+ P_SetMobjState (mo, mo->info->spawnstate);
+ }
+ return;
+ }
+ */
+
player = mo->player;
-
+
if (mo->momx > MAXMOVE)
- mo->momx = MAXMOVE;
+ mo->momx = MAXMOVE;
else if (mo->momx < -MAXMOVE)
- mo->momx = -MAXMOVE;
+ mo->momx = -MAXMOVE;
if (mo->momy > MAXMOVE)
- mo->momy = MAXMOVE;
+ mo->momy = MAXMOVE;
else if (mo->momy < -MAXMOVE)
- mo->momy = -MAXMOVE;
-
+ mo->momy = -MAXMOVE;
+
xmove = mo->momx;
ymove = mo->momy;
-
+
do
{
- if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
- {
- ptryx = mo->x + xmove/2;
- ptryy = mo->y + ymove/2;
- xmove >>= 1;
- ymove >>= 1;
- }
- else
- {
- ptryx = mo->x + xmove;
- ptryy = mo->y + ymove;
- xmove = ymove = 0;
- }
-
- if (!P_TryMove (mo, ptryx, ptryy))
- {
- // blocked move
- if (mo->player)
- { // try to slide along it
- P_SlideMove (mo);
- }
+ if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
+ {
+ ptryx = mo->x + xmove/2;
+ ptryy = mo->y + ymove/2;
+ xmove >>= 1;
+ ymove >>= 1;
+ }
+ else
+ {
+ ptryx = mo->x + xmove;
+ ptryy = mo->y + ymove;
+ xmove = ymove = 0;
+ }
+
+ if (!P_TryMove (mo, ptryx, ptryy))
+ {
+ // blocked move
+ if (mo->player)
+ { // try to slide along it
+ P_SlideMove (mo);
+ }
// villsa [STRIFE] check for bouncy missiles
else if(mo->flags & MF_BOUNCE)
{
@@ -182,78 +190,78 @@
else
mo->momx = -mo->momx;
-
xmove = 0;
ymove = 0;
}
- else if (mo->flags & MF_MISSILE)
- {
- // explode a missile
- if (ceilingline &&
- ceilingline->backsector &&
- ceilingline->backsector->ceilingpic == skyflatnum)
- {
- // Hack to prevent missiles exploding
- // against the sky.
- // Does not handle sky floors.
- P_RemoveMobj (mo);
- return;
- }
- P_ExplodeMissile (mo);
- }
- else
- mo->momx = mo->momy = 0;
- }
+ else if (mo->flags & MF_MISSILE)
+ {
+ // explode a missile
+ if (ceilingline &&
+ ceilingline->backsector &&
+ ceilingline->backsector->ceilingpic == skyflatnum)
+ {
+ // Hack to prevent missiles exploding
+ // against the sky.
+ // Does not handle sky floors.
+ P_RemoveMobj (mo);
+ return;
+ }
+ P_ExplodeMissile (mo);
+ }
+ else
+ mo->momx = mo->momy = 0;
+ }
} while (xmove || ymove);
// slow down
if (player && player->cheats & CF_NOMOMENTUM)
{
- // debug option for no sliding at all
- mo->momx = mo->momy = 0;
- return;
+ // debug option for no sliding at all
+ mo->momx = mo->momy = 0;
+ return;
}
- if (mo->flags & (MF_MISSILE | MF_BOUNCE) ) // villsa [STRIFE] replace skullfly flag with MF_BOUNCE
- return; // no friction for missiles ever
-
+ // villsa [STRIFE] replace skullfly flag with MF_BOUNCE
+ if (mo->flags & (MF_MISSILE | MF_BOUNCE) )
+ return; // no friction for missiles ever
+
if (mo->z > mo->floorz)
- return; // no friction when airborne
+ return; // no friction when airborne
if (mo->flags & MF_CORPSE)
{
- // do not stop sliding
- // if halfway off a step with some momentum
- if (mo->momx > FRACUNIT/4
- || mo->momx < -FRACUNIT/4
- || mo->momy > FRACUNIT/4
- || mo->momy < -FRACUNIT/4)
- {
- if (mo->floorz != mo->subsector->sector->floorheight)
- return;
- }
+ // do not stop sliding
+ // if halfway off a step with some momentum
+ if (mo->momx > FRACUNIT/4
+ || mo->momx < -FRACUNIT/4
+ || mo->momy > FRACUNIT/4
+ || mo->momy < -FRACUNIT/4)
+ {
+ if (mo->floorz != mo->subsector->sector->floorheight)
+ return;
+ }
}
if (mo->momx > -STOPSPEED
- && mo->momx < STOPSPEED
- && mo->momy > -STOPSPEED
- && mo->momy < STOPSPEED
- && (!player
- || (player->cmd.forwardmove== 0
- && player->cmd.sidemove == 0 ) ) )
+ && mo->momx < STOPSPEED
+ && mo->momy > -STOPSPEED
+ && mo->momy < STOPSPEED
+ && (!player
+ || (player->cmd.forwardmove == 0
+ && player->cmd.sidemove == 0 ) ) )
{
- // if in a walking frame, stop moving
- // villsa [STRIFE] TODO - verify
- if ( player&&(unsigned)((player->mo->state - states)- S_PLAY_01) < 4)
- P_SetMobjState (player->mo, S_PLAY_00);
-
- mo->momx = 0;
- mo->momy = 0;
+ // if in a walking frame, stop moving
+ // villsa [STRIFE]: different player state (haleyjd - verified 02/02/11)
+ if ( player&&(unsigned)((player->mo->state - states) - S_PLAY_01) < 4)
+ P_SetMobjState (player->mo, S_PLAY_00);
+
+ mo->momx = 0;
+ mo->momy = 0;
}
else
{
- mo->momx = FixedMul (mo->momx, FRICTION);
- mo->momy = FixedMul (mo->momy, FRICTION);
+ mo->momx = FixedMul (mo->momx, FRICTION);
+ mo->momy = FixedMul (mo->momy, FRICTION);
}
}
@@ -440,57 +448,69 @@
//
// P_NightmareRespawn
//
+// [STRIFE] Modifications for:
+// * Destination fog z coordinate
+// * Restoration of all Strife mapthing flags
+//
void
P_NightmareRespawn (mobj_t* mobj)
{
- fixed_t x;
- fixed_t y;
- fixed_t z;
- subsector_t* ss;
- mobj_t* mo;
- mapthing_t* mthing;
-
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ mobj_t* mo;
+ mapthing_t* mthing;
+
x = mobj->spawnpoint.x << FRACBITS;
y = mobj->spawnpoint.y << FRACBITS;
// somthing is occupying it's position?
if (!P_CheckPosition (mobj, x, y) )
- return; // no respwan
+ return; // no respwan
// spawn a teleport fog at old spot
// because of removal of the body?
mo = P_SpawnMobj (mobj->x,
- mobj->y,
- mobj->subsector->sector->floorheight , MT_TFOG);
+ mobj->y,
+ mobj->subsector->sector->floorheight , MT_TFOG);
// initiate teleport sound
S_StartSound (mo, sfx_telept);
// spawn a teleport fog at the new spot
- ss = R_PointInSubsector (x,y);
+ //ss = R_PointInSubsector (x,y);
- mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_TFOG);
+ // haleyjd [STRIFE]: Uses ONFLOORZ instead of ss->sector->floorheight
+ mo = P_SpawnMobj (x, y, ONFLOORZ , MT_TFOG);
S_StartSound (mo, sfx_telept);
// spawn the new monster
mthing = &mobj->spawnpoint;
-
+
// spawn it
if (mobj->info->flags & MF_SPAWNCEILING)
- z = ONCEILINGZ;
+ z = ONCEILINGZ;
else
- z = ONFLOORZ;
+ z = ONFLOORZ;
// inherit attributes from deceased one
mo = P_SpawnMobj (x,y,z, mobj->type);
- mo->spawnpoint = mobj->spawnpoint;
+ mo->spawnpoint = mobj->spawnpoint;
mo->angle = ANG45 * (mthing->angle/45);
if (mthing->options & MTF_AMBUSH)
- mo->flags |= MF_AMBUSH;
+ mo->flags |= MF_AMBUSH;
+ if (mthing->options & MTF_STAND) // [STRIFE] Standing mode, for NPCs
+ mobj->flags |= MF_STAND;
+ if (mthing->options & MTF_FRIEND) // [STRIFE] Allies
+ mobj->flags |= MF_ALLY;
+ if (mthing->options & MTF_TRANSLUCENT) // [STRIFE] Translucent object
+ mobj->flags |= MF_SHADOW;
+ if (mthing->options & MTF_MVIS) // [STRIFE] Alt. Translucency
+ mobj->flags |= MF_MVIS;
mo->reactiontime = 18;
-
+
// remove the old monster,
P_RemoveMobj (mobj);
}
@@ -499,20 +519,25 @@
//
// P_MobjThinker
//
+// [STRIFE] Modified for:
+// * Terrain effects
+// * Stonecold cheat
+// * Altered skill 5 respawn behavior
+//
void P_MobjThinker (mobj_t* mobj)
{
// momentum movement
if (mobj->momx
- || mobj->momy
- /*|| (mobj->flags&MF_SKULLFLY)*/ ) // villsa [STRIFE] unused
+ || mobj->momy
+ /*|| (mobj->flags&MF_SKULLFLY)*/ ) // villsa [STRIFE] unused
{
- P_XYMovement (mobj);
+ P_XYMovement (mobj);
- // FIXME: decent NOP/NULL/Nil function pointer please.
- if (mobj->thinker.function.acv == (actionf_v) (-1))
- return; // mobj was removed
+ // FIXME: decent NOP/NULL/Nil function pointer please.
+ if (mobj->thinker.function.acv == (actionf_v) (-1))
+ return; // mobj was removed
- // villsa [STRIFE]
+ // villsa [STRIFE] terrain clipping
if(P_GetTerrainType(mobj) == FLOOR_SOLID)
mobj->flags &= ~MF_FEETCLIPPED;
else
@@ -520,22 +545,22 @@
}
if ( (mobj->z != mobj->floorz && !(mobj->flags & MF_NOGRAVITY)) // villsa [STRIFE]
- || mobj->momz )
+ || mobj->momz )
{
- P_ZMovement (mobj);
-
- // FIXME: decent NOP/NULL/Nil function pointer please.
- if (mobj->thinker.function.acv == (actionf_v) (-1))
- return; // mobj was removed
+ P_ZMovement (mobj);
- // villsa [STRIFE]
+ // FIXME: decent NOP/NULL/Nil function pointer please.
+ if (mobj->thinker.function.acv == (actionf_v) (-1))
+ return; // mobj was removed
+
+ // villsa [STRIFE] terrain clipping and sounds
if(P_GetTerrainType(mobj) == FLOOR_SOLID)
- mobj->flags &= ~MF_FEETCLIPPED;
- else
- {
- S_StartSound(mobj, sfx_wsplsh);
- mobj->flags |= MF_FEETCLIPPED;
- }
+ mobj->flags &= ~MF_FEETCLIPPED;
+ else
+ {
+ S_StartSound(mobj, sfx_wsplsh);
+ mobj->flags |= MF_FEETCLIPPED;
+ }
}
@@ -544,7 +569,7 @@
// calling action functions at transitions
if (mobj->tics != -1)
{
- mobj->tics--;
+ mobj->tics--;
// villsa [STRIFE] stonecold cheat
if(stonecold)
@@ -552,35 +577,39 @@
if(mobj->flags & MF_COUNTKILL)
P_DamageMobj(mobj, mobj, mobj, 10);
}
-
- // you can cycle through multiple states in a tic
- if (!mobj->tics)
- if (!P_SetMobjState (mobj, mobj->state->nextstate) )
- return; // freed itself
+
+ // you can cycle through multiple states in a tic
+ if (!mobj->tics)
+ if (!P_SetMobjState (mobj, mobj->state->nextstate) )
+ return; // freed itself
}
else
{
- // check for nightmare respawn
- if (! (mobj->flags & MF_COUNTKILL) )
- return;
+ // check for nightmare respawn
+ if (! (mobj->flags & MF_COUNTKILL) )
+ return;
- if (!respawnmonsters)
- return;
+ if (!respawnmonsters)
+ return;
- mobj->movecount++;
+ mobj->movecount++;
- if (mobj->movecount < 12*TICRATE)
- return;
+ // haleyjd [STRIFE]: respawn time increased from 12 to 16
+ if (mobj->movecount < 16*TICRATE)
+ return;
- if ( leveltime&31 )
- return;
+ if ( leveltime&31 )
+ return;
- if (P_Random () > 4)
- return;
+ if (P_Random () > 4)
+ return;
- P_NightmareRespawn (mobj);
- }
+ // haleyjd [STRIFE]: NOTDMATCH things don't respawn
+ if(mobj->flags & MF_NOTDMATCH)
+ return;
+ P_NightmareRespawn (mobj);
+ }
}
@@ -587,6 +616,8 @@
//
// P_SpawnMobj
//
+// [STRIFE] Modifications to reactiontime and for terrain types.
+//
mobj_t*
P_SpawnMobj
( fixed_t x,
@@ -657,28 +688,29 @@
//
// P_RemoveMobj
//
-mapthing_t itemrespawnque[ITEMQUESIZE];
-int itemrespawntime[ITEMQUESIZE];
-int iquehead;
-int iquetail;
+mapthing_t itemrespawnque[ITEMQUESIZE];
+int itemrespawntime[ITEMQUESIZE];
+int iquehead;
+int iquetail;
-
+//
+// [STRIFE] Modifications to item respawn timing
+//
void P_RemoveMobj (mobj_t* mobj)
{
+ // villsa [STRIFE] removed invuln/invis. sphere exceptions
if ((mobj->flags & MF_SPECIAL)
- && !(mobj->flags & MF_DROPPED)
- /*&& (mobj->type != MT_INV) // villsa [STRIFE] unused
- && (mobj->type != MT_INS)*/)
+ && !(mobj->flags & MF_DROPPED))
{
- itemrespawnque[iquehead] = mobj->spawnpoint;
- itemrespawntime[iquehead] = leveltime;
- iquehead = (iquehead+1)&(ITEMQUESIZE-1);
+ itemrespawnque[iquehead] = mobj->spawnpoint;
+ itemrespawntime[iquehead] = leveltime + 30*TICRATE; // [STRIFE]
+ iquehead = (iquehead+1)&(ITEMQUESIZE-1);
- // lose one off the end?
- if (iquehead == iquetail)
- iquetail = (iquetail+1)&(ITEMQUESIZE-1);
+ // lose one off the end?
+ if (iquehead == iquetail)
+ iquetail = (iquetail+1)&(ITEMQUESIZE-1);
}
-
+
// unlink from sector and block lists
P_UnsetThingPosition (mobj);
@@ -695,35 +727,37 @@
//
// P_RespawnSpecials
//
+// [STRIFE] modification to item respawn time handling
+//
void P_RespawnSpecials (void)
{
- fixed_t x;
- fixed_t y;
- fixed_t z;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
- subsector_t* ss;
- mobj_t* mo;
- mapthing_t* mthing;
+ subsector_t* ss;
+ mobj_t* mo;
+ mapthing_t* mthing;
- int i;
+ int i;
// only respawn items in deathmatch
if (deathmatch != 2)
- return; //
+ return;
// nothing left to respawn?
if (iquehead == iquetail)
- return;
+ return;
- // wait at least 30 seconds
- if (leveltime - itemrespawntime[iquetail] < 30*TICRATE)
- return;
+ // haleyjd [STRIFE]: 30 second wait is not accounted for here, see above.
+ if (leveltime < itemrespawntime[iquetail])
+ return;
mthing = &itemrespawnque[iquetail];
-
+
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
-
+
// spawn a teleport fog at the new spot
ss = R_PointInSubsector (x,y);
mo = P_SpawnMobj (x, y, ss->sector->floorheight , MT_IFOG);
@@ -732,18 +766,18 @@
// find which type to spawn
for (i=0 ; i< NUMMOBJTYPES ; i++)
{
- if (mthing->type == mobjinfo[i].doomednum)
- break;
+ if (mthing->type == mobjinfo[i].doomednum)
+ break;
}
-
+
// spawn it
if (mobjinfo[i].flags & MF_SPAWNCEILING)
- z = ONCEILINGZ;
+ z = ONCEILINGZ;
else
- z = ONFLOORZ;
+ z = ONFLOORZ;
mo = P_SpawnMobj (x,y,z, i);
- mo->spawnpoint = *mthing;
+ mo->spawnpoint = *mthing;
mo->angle = ANG45 * (mthing->angle/45);
// pull it from the que
@@ -772,7 +806,7 @@
// not playing?
if(!playeringame[mthing->type-1])
- return;
+ return;
p = &players[mthing->type-1];
@@ -785,10 +819,10 @@
mobj = P_SpawnMobj (x,y,z, MT_PLAYER);
// set color translations for player sprites
- if(mthing->type > 1)
+ if(mthing->type > 1)
mobj->flags |= (mthing->type-1)<<MF_TRANSSHIFT;
- mobj->angle = ANG45 * (mthing->angle/45);
+ mobj->angle = ANG45 * (mthing->angle/45);
mobj->player = p;
mobj->health = p->health;
@@ -810,11 +844,10 @@
// villsa [STRIFE] what a nasty hack...
if(gamemap == 10)
- p->weaponowned[wp_sigil] = true;
+ p->weaponowned[wp_sigil] = true;
-
- // villsa [STRIFE] instead of giving cards in deathmatch mode, set
- // accuracy to 50 and give all quest flags
+ // villsa [STRIFE] instead of just giving cards in deathmatch mode, also
+ // set accuracy to 50 and give all quest flags
if(deathmatch)
{
int i;
@@ -835,7 +868,7 @@
// wake up the status bar
ST_Start ();
// wake up the heads up text
- HU_Start ();
+ HU_Start ();
}
}
@@ -847,12 +880,12 @@
//
void P_SpawnMapThing (mapthing_t* mthing)
{
- int i;
- int bit;
- mobj_t* mobj;
- fixed_t x;
- fixed_t y;
- fixed_t z;
+ int i;
+ int bit;
+ mobj_t* mobj;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
// count deathmatch start positions
if (mthing->type == 11)
@@ -897,8 +930,8 @@
bit = 1<<(gameskill-1);
if (!(mthing->options & bit) )
- return;
-
+ return;
+
// find which type to spawn
for (i=0 ; i< NUMMOBJTYPES ; i++)
if (mthing->type == mobjinfo[i].doomednum)
@@ -917,7 +950,7 @@
// don't spawn keycards and players in deathmatch
if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
return;
-
+
// don't spawn any monsters if -nomonsters
// villsa [STRIFE] Removed MT_SKULL
if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL))
@@ -941,8 +974,10 @@
totalkills++;
// villsa [STRIFE] unused
- /*if (mobj->flags & MF_COUNTITEM)
- totalitems++;*/
+ /*
+ if (mobj->flags & MF_COUNTITEM)
+ totalitems++;
+ */
mobj->angle = ANG45 * (mthing->angle/45);
if (mthing->options & MTF_AMBUSH)
@@ -978,13 +1013,13 @@
mobj_t* th;
int t = P_Random();
- z += ((t - P_Random())<<10);
+ z += ((t - P_Random()) << 10);
// [STRIFE] Unused
//th->momz = FRACUNIT;
//th->tics -= P_Random()&3;
- th = P_SpawnMobj (x,y,z, MT_STRIFEPUFF); // [STRIFE]: new type
+ th = P_SpawnMobj(x, y, z, MT_STRIFEPUFF); // [STRIFE]: new type
// don't make punches spark on the wall
// [STRIFE] Use a separate melee attack range for the player
@@ -992,8 +1027,10 @@
P_SetMobjState(th, S_POW2_00); // 141
// villsa [STRIFE] unused
- /*if (th->tics < 1)
- th->tics = 1;*/
+ /*
+ if (th->tics < 1)
+ th->tics = 1;
+ */
}
//
@@ -1007,8 +1044,6 @@
return P_SpawnMobj(x, y, ((t - P_Random()) << 10) + z, MT_SPARKPUFF);
}
-
-
//
// P_SpawnBlood
//
@@ -1020,24 +1055,27 @@
int damage )
{
mobj_t* th;
-
- z += ((P_Random()-P_Random())<<10);
- th = P_SpawnMobj (x,y,z, MT_BLOOD_DEATH);
+
+ int temp = P_Random();
+ z += (temp - P_Random()) << 10;
+ th = P_SpawnMobj(x, y, z, MT_BLOOD_DEATH);
th->momz = FRACUNIT*2;
- //th->tics -= P_Random()&3; // villsa [STRIFE] unused
-
// villsa [STRIFE] unused
- /*if (th->tics < 1)
- th->tics = 1;*/
+ /*
+ th->tics -= P_Random()&3;
+ if (th->tics < 1)
+ th->tics = 1;
+ */
+
// villsa [STRIFE] different checks for damage range
- if (damage >= 10 && damage <= 13)
- P_SetMobjState (th,S_BLOD_00);
- else if (damage < 10 && damage >= 7)
- P_SetMobjState (th,S_BLOD_01);
- else if (damage < 7)
- P_SetMobjState (th,S_BLOD_02);
+ if(damage >= 10 && damage <= 13)
+ P_SetMobjState(th, S_BLOD_00);
+ else if(damage >= 7 && damage < 10)
+ P_SetMobjState(th, S_BLOD_01);
+ else if(damage < 7)
+ P_SetMobjState(th, S_BLOD_02);
}
@@ -1050,9 +1088,11 @@
void P_CheckMissileSpawn (mobj_t* th)
{
// villsa [STRIFE] unused
- /*th->tics -= P_Random()&3;
+ /*
+ th->tics -= P_Random()&3;
if (th->tics < 1)
- th->tics = 1;*/
+ th->tics = 1;
+ */
// move a little forward so an angle can
// be computed if it immediately explodes
@@ -1061,7 +1101,7 @@
th->z += (th->momz>>1);
if (!P_TryMove (th, th->x, th->y))
- P_ExplodeMissile (th);
+ P_ExplodeMissile (th);
}
// Certain functions assume that a mobj_t pointer is non-NULL,