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de-hardcode colored blood values (#450)
Apply them using the doom-all autoload instead. Much less values to set, reset and apply again.
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1da1e2cb33
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50075358ee
@ -1812,11 +1812,6 @@ static void D_InitTables(void)
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mobjinfo[MT_HEADSHOT].altspeed = 20 * FRACUNIT;
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mobjinfo[MT_TROOPSHOT].altspeed = 20 * FRACUNIT;
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// [Woof!]
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mobjinfo[MT_HEAD].bloodcolor = 3; // Blue
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mobjinfo[MT_BRUISER].bloodcolor = 2; // Green
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mobjinfo[MT_KNIGHT].bloodcolor = 2; // Green
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// DEHEXTRA
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mobjinfo[MT_WOLFSS].droppeditem = MT_CLIP;
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mobjinfo[MT_POSSESSED].droppeditem = MT_CLIP;
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@ -4,12 +4,6 @@ Dropped item = 0
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Thing 3 (Shotgun guy)
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Dropped item = 0
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Thing 15 (Cacodemon)
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Blood color = 0
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Thing 16 (Baron of Hell)
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Blood color = 0
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[STRINGS]
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HUSTR_E1M6 = E1M5: Caverns of Bazoik
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HUSTR_E1M7 = E1M5: Caverns of Bazoik
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8
autoload/doom-all/bloodcolor.deh
Normal file
8
autoload/doom-all/bloodcolor.deh
Normal file
@ -0,0 +1,8 @@
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Thing 15 (Cacodemon)
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Blood color = 3
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Thing 16 (Baron of Hell)
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Blood color = 2
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Thing 18 (Hell Knight)
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Blood color = 2
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@ -1,8 +1,2 @@
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Thing 16 (Baron of Hell)
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Blood color = 0
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Thing 18 (Hell knight)
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Blood color = 0
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Thing 21 (Arachnotron)
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Blood color = 2
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@ -1,5 +0,0 @@
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Thing 15 (Cacodemon)
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Blood color = 0
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Thing 16 (Baron of Hell)
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Blood color = 0
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@ -1,5 +0,0 @@
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Thing 15 (Cacodemon)
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Blood color = 0
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Thing 16 (Baron of Hell)
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Blood color = 0
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