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?? p_mobj.c

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	x = mo->x+((P_Random()-P_Random())<<12);	y = mo->y+((P_Random()-P_Random())<<12);	z = mo->z+((P_Random()-P_Random())<<12);	th = P_SpawnMobj(x, y, z, MT_BLOOD);//	th->flags |= MF_NOGRAVITY;	th->momx = mo->momx>>1;	th->momy = mo->momy>>1;	th->tics += P_Random()&3;}//---------------------------------------------------------------------------//// FUNC P_GetThingFloorType////---------------------------------------------------------------------------int P_GetThingFloorType(mobj_t *thing){	if(thing->floorpic)	{				return(TerrainTypes[thing->floorpic]);	}	else	{		return(TerrainTypes[thing->subsector->sector->floorpic]);	}/*	if(thing->subsector->sector->floorpic		== W_GetNumForName("FLTWAWA1")-firstflat)	{		return(FLOOR_WATER);	}	else	{		return(FLOOR_SOLID);	}*/}//---------------------------------------------------------------------------//// FUNC P_HitFloor////---------------------------------------------------------------------------#define SMALLSPLASHCLIP 12<<FRACBITS;int P_HitFloor(mobj_t *thing){	mobj_t *mo;	int smallsplash=false;	if(thing->floorz != thing->subsector->sector->floorheight)	{ // don't splash if landing on the edge above water/lava/etc....		return(FLOOR_SOLID);	}	// Things that don't splash go here	switch(thing->type)	{		case MT_LEAF1:		case MT_LEAF2://		case MT_BLOOD:			// I set these to low mass -- pm//		case MT_BLOODSPLATTER:		case MT_SPLASH:		case MT_SLUDGECHUNK:			return(FLOOR_SOLID);		default:			break;	}	// Small splash for small masses	if (thing->info->mass < 10) smallsplash = true;	switch(P_GetThingFloorType(thing))	{		case FLOOR_WATER:			if (smallsplash)			{				mo=P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);				if (mo) mo->floorclip += SMALLSPLASHCLIP;				S_StartSound(mo, SFX_AMBIENT10);	// small drip			}			else			{				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);				mo->target = thing;				mo->momx = (P_Random()-P_Random())<<8;				mo->momy = (P_Random()-P_Random())<<8;				mo->momz = 2*FRACUNIT+(P_Random()<<8);				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);				if (thing->player) P_NoiseAlert(thing, thing);				S_StartSound(mo, SFX_WATER_SPLASH);			}			return(FLOOR_WATER);		case FLOOR_LAVA:			if (smallsplash)			{				mo=P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);				if (mo) mo->floorclip += SMALLSPLASHCLIP;			}			else			{				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);				mo->momz = FRACUNIT+(P_Random()<<7);				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);				if (thing->player) P_NoiseAlert(thing, thing);			}			S_StartSound(mo, SFX_LAVA_SIZZLE);			if(thing->player && leveltime&31)			{				P_DamageMobj(thing, &LavaInflictor, NULL, 5);			}			return(FLOOR_LAVA);		case FLOOR_SLUDGE:			if (smallsplash)			{				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ,					MT_SLUDGESPLASH);				if (mo) mo->floorclip += SMALLSPLASHCLIP;			}			else			{				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);				mo->target = thing;				mo->momx = (P_Random()-P_Random())<<8;				mo->momy = (P_Random()-P_Random())<<8;				mo->momz = FRACUNIT+(P_Random()<<8);				mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, 					MT_SLUDGESPLASH);				if (thing->player) P_NoiseAlert(thing, thing);			}			S_StartSound(mo, SFX_SLUDGE_GLOOP);			return(FLOOR_SLUDGE);	}	return(FLOOR_SOLID);}//---------------------------------------------------------------------------//// FUNC P_CheckMissileSpawn//// Returns true if the missile is at a valid spawn point, otherwise// explodes it and returns false.////---------------------------------------------------------------------------boolean P_CheckMissileSpawn(mobj_t *missile){	//missile->tics -= P_Random()&3;	// move a little forward so an angle can be computed if it	// immediately explodes	missile->x += (missile->momx>>1);	missile->y += (missile->momy>>1);	missile->z += (missile->momz>>1);	if(!P_TryMove(missile, missile->x, missile->y))	{		P_ExplodeMissile(missile);		return(false);	}	return(true);}//---------------------------------------------------------------------------//// FUNC P_SpawnMissile//// Returns NULL if the missile exploded immediately, otherwise returns// a mobj_t pointer to the missile.////---------------------------------------------------------------------------mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type){	fixed_t z;	mobj_t *th;	angle_t an;	int dist;	switch(type)	{		case MT_MNTRFX1: // Minotaur swing attack missile			z = source->z+40*FRACUNIT;			break;		case MT_MNTRFX2: // Minotaur floor fire missile			z = ONFLOORZ+source->floorclip;			break;		case MT_CENTAUR_FX:			z = source->z+45*FRACUNIT;			break;		case MT_ICEGUY_FX:			z = source->z+40*FRACUNIT;			break;		case MT_HOLY_MISSILE:			z = source->z+40*FRACUNIT;			break;		default:			z = source->z+32*FRACUNIT;			break;	}	z -= source->floorclip;	th = P_SpawnMobj(source->x, source->y, z, type);	if(th->info->seesound)	{		S_StartSound(th, th->info->seesound);	}	th->target = source; // Originator	an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);	if(dest->flags&MF_SHADOW)	{ // Invisible target		an += (P_Random()-P_Random())<<21;	}	th->angle = an;	an >>= ANGLETOFINESHIFT;	th->momx = FixedMul(th->info->speed, finecosine[an]);	th->momy = FixedMul(th->info->speed, finesine[an]);	dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);	dist = dist/th->info->speed;	if(dist < 1)	{		dist = 1;	}	th->momz = (dest->z-source->z)/dist;	return(P_CheckMissileSpawn(th) ? th : NULL);}//---------------------------------------------------------------------------//// FUNC P_SpawnMissileXYZ//// Returns NULL if the missile exploded immediately, otherwise returns// a mobj_t pointer to the missile.////---------------------------------------------------------------------------mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,	mobj_t *source, mobj_t *dest, mobjtype_t type){	mobj_t *th;	angle_t an;	int dist;	z -= source->floorclip;	th = P_SpawnMobj(x, y, z, type);	if(th->info->seesound)	{		S_StartSound(th, th->info->seesound);	}	th->target = source; // Originator	an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);	if(dest->flags&MF_SHADOW)	{ // Invisible target		an += (P_Random()-P_Random())<<21;	}	th->angle = an;	an >>= ANGLETOFINESHIFT;	th->momx = FixedMul(th->info->speed, finecosine[an]);	th->momy = FixedMul(th->info->speed, finesine[an]);	dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);	dist = dist/th->info->speed;	if(dist < 1)	{		dist = 1;	}	th->momz = (dest->z-source->z)/dist;	return(P_CheckMissileSpawn(th) ? th : NULL);}//---------------------------------------------------------------------------//// FUNC P_SpawnMissileAngle//// Returns NULL if the missile exploded immediately, otherwise returns// a mobj_t pointer to the missile.////---------------------------------------------------------------------------mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,	angle_t angle, fixed_t momz){	fixed_t z;	mobj_t *mo;	switch(type)	{		case MT_MNTRFX1: // Minotaur swing attack missile			z = source->z+40*FRACUNIT;			break;		case MT_MNTRFX2: // Minotaur floor fire missile			z = ONFLOORZ+source->floorclip;			break;		case MT_ICEGUY_FX2: // Secondary Projectiles of the Ice Guy			z = source->z+3*FRACUNIT;			break;		case MT_MSTAFF_FX2:			z = source->z+40*FRACUNIT;			break;		default:			z = source->z+32*FRACUNIT;			break;	}	z -= source->floorclip;	mo = P_SpawnMobj(source->x, source->y, z, type);	if(mo->info->seesound)	{		S_StartSound(mo, mo->info->seesound);	}	mo->target = source; // Originator	mo->angle = angle;	angle >>= ANGLETOFINESHIFT;	mo->momx = FixedMul(mo->info->speed, finecosine[angle]);	mo->momy = FixedMul(mo->info->speed, finesine[angle]);	mo->momz = momz;	return(P_CheckMissileSpawn(mo) ? mo : NULL);}//---------------------------------------------------------------------------//// FUNC P_SpawnMissileAngleSpeed//// Returns NULL if the missile exploded immediately, otherwise returns// a mobj_t pointer to the missile.////---------------------------------------------------------------------------mobj_t *P_SpawnMissileAngleSpeed(mobj_t *source, mobjtype_t type,	angle_t angle, fixed_t momz, fixed_t speed){	fixed_t z;	mobj_t *mo;	z = source->z;	z -= source->floorclip;	mo = P_SpawnMobj(source->x, source->y, z, type);	if(mo->info->seesound)	{		//S_StartSound(mo, mo->info->seesound);	}	mo->target = source; // Originator	mo->angle = angle;	angle >>= ANGLETOFINESHIFT;	mo->momx = FixedMul(speed, finecosine[angle]);	mo->momy = FixedMul(speed, finesine[angle]);	mo->momz = momz;	return(P_CheckMissileSpawn(mo) ? mo : NULL);}/*================== P_SpawnPlayerMissile== Tries to aim at a nearby monster================*/mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type){	angle_t an;	fixed_t x, y, z, slope;	// Try to find a target	an = source->angle;	slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);	if(!linetarget)	{		an += 1<<26;		slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);		if(!linetarget)		{			an -= 2<<26;			slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);		}		if(!linetarget)		{			an = source->angle;			slope = ((source->player->lookdir)<<FRACBITS)/173;		}	}	x = source->x;	y = source->y;	if(type == MT_LIGHTNING_FLOOR)	{			z = ONFLOORZ;		slope = 0;	}	else if(type == MT_LIGHTNING_CEILING)	{		z = ONCEILINGZ;		slope = 0;	}	else	{		z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;		z -= source->floorclip;	}	MissileMobj = P_SpawnMobj(x, y, z, type);	if(MissileMobj->info->seesound)	{		//S_StartSound(MissileMobj, MissileMobj->info->seesound);	}	MissileMobj->target = source;	MissileMobj->angle = an;	MissileMobj->momx = FixedMul(MissileMobj->info->speed,		finecosine[an>>ANGLETOFINESHIFT]);	MissileMobj->momy = FixedMul(MissileMobj->info->speed,		finesine[an>>ANGLETOFINESHIFT]);	MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);	if(MissileMobj->type == MT_MWAND_MISSILE 		|| MissileMobj->type == MT_CFLAME_MISSILE)	{ // Ultra-fast ripper spawning missile		MissileMobj->x += (MissileMobj->momx>>3);		MissileMobj->y += (MissileMobj->momy>>3);		MissileMobj->z += (MissileMobj->momz>>3);	}	else	{ // Normal missile		MissileMobj->x += (MissileMobj->momx>>1);		MissileMobj->y += (MissileMobj->momy>>1);		MissileMobj->z += (MissileMobj->momz>>1);	}	if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))	{ // Exploded immediately		P_ExplodeMissile(MissileMobj);		return(NULL);	}	return(MissileMobj);}//----------------------------------------------------------------------------//// P_SpawnPlayerMinotaur - ////	Special missile that has larger blocking than player//----------------------------------------------------------------------------/*mobj_t *P_SpawnPlayerMinotaur(mobj_t *source, mobjtype_t type){	angle_t an;	fixed_t x, y, z;	fixed_t dist=0 *FRACUNIT;	an = source->angle;	x = source->x + FixedMul(dist, finecosine[an>>ANGLETOFINESHIFT]);	y = source->y + FixedMul(dist, finesine[an>>ANGLETOFINESHIFT]);	z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;	z -= source->floorclip;	MissileMobj = P_SpawnMobj(x, y, z, type);	if(MissileMobj->info->seesound)	{		//S_StartSound(MissileMobj, MissileMobj->info->seesound);	}	MissileMobj->target = source;	MissileMobj->angle = an;	MissileMobj->momx = FixedMul(MissileMobj->info->speed,		finecosine[an>>ANGLETOFINESHIFT]);	MissileMobj->momy = FixedMul(MissileMobj->info->speed,		finesine[an>>ANGLETOFINESHIFT]);	MissileMobj->momz = 0;//	MissileMobj->x += (MissileMobj->momx>>3);//	MissileMobj->y += (MissileMobj->momy>>3);//	MissileMobj->z += (MissileMobj->momz>>3);	if(!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))	{ // Wouln't fit		return(NULL);	}	return(MissileMobj);}*///---------------------------------------------------------------------------//// PROC P_SPMAngle////---------------------------------------------------------------------------mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle){	mobj_t *th;	angle_t an;	fixed_t x, y, z, slope;//// see which target is to be aimed at//	an = angle;	slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);	if (!linetarget)	{		an += 1<<26;		slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);		if (!linetarget)		{			an -= 2<<26;			slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);		}		if (!linetarget)		{			an = angle;			slope = ((source->player->lookdir)<<FRACBITS)/173;		}	}	x = source->x;	y = source->y;	z = source->z + 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;	z -= source->floorclip;	th = P_SpawnMobj(x, y, z, type);//	if(th->info->seesound)//	{//		S_StartSound(th, th->info->seesound);//	}	th->target = source;	th->angle = an;	th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]);	th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]);	th->momz = FixedMul(th->info->speed, slope);	return(P_CheckMissileSpawn(th) ? th : NULL);}//===========================================================================//// P_SPMAngleXYZ////===========================================================================mobj_t *P_SPMAngleXYZ(mobj_t *source, fixed_t x, fixed_t y, 	fixed_t z, mobjtype_t type, angle_t angle){	mobj_t *th;	angle_t an;	fixed_t slope;//// see which target is to be aimed at//	an = angle;	slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);	if (!linetarget)	{		an += 1<<26;		slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);		if (!linetarget)		{			an -= 2<<26;			slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);		}		if (!linetarget)		{			an = angle;			slope = ((source->player->lookdir)<<FRACBITS)/173;		}	}	z += 4*8*FRACUNIT+((source->player->lookdir)<<FRACBITS)/173;	z -= source->floorclip;	th = P_SpawnMobj(x, y, z, type);//	if(th->info->seesound)//	{//		S_StartSound(th, th->info->seesound);//	}	th->target = source;	th->angle = an;	th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]);	th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]);	th->momz = FixedMul(th->info->speed, slope);	return(P_CheckMissileSpawn(th) ? th : NULL);}mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z,	mobj_t *source, mobj_t *dest, mobjtype_t type){	mobj_t *th;	angle_t an;	int dist;	z -= source->floorclip;	th = P_SpawnMobj(x, y, z, type);	if(th->info->seesound)	{		S_StartSound(th, th->info->seesound);	}	th->target = source; // Originator	an = R_PointToAngle2(x, y, dest->x, dest->y);	if(dest->flags&MF_SHADOW)	{ // Invisible target		an += (P_Random()-P_Random())<<21;	}	th->angle = an;	an >>= ANGLETOFINESHIFT;	th->momx = FixedMul(th->info->speed, finecosine[an]);	th->momy = FixedMul(th->info->speed, finesine[an]);	dist = P_AproxDistance(dest->x - x, dest->y - y);	dist = dist/th->info->speed;	if(dist < 1)	{		dist = 1;	}	th->momz = (dest->z-z+(30*FRACUNIT))/dist;	return(P_CheckMissileSpawn(th) ? th : NULL);}

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