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Experiment with gibbing monsters without xdeathstate
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src/p_inter.c

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Original file line numberDiff line numberDiff line change
@@ -2251,7 +2251,7 @@ void P_DamageMobj(mobj_t *target, mobj_t *inflicter, mobj_t *source, int damage,
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// [BH] gib corpse if enough damage
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if (r_corpses_gib && damage >= 25)
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{
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int state = info->xdeathstate;
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statenum_t state = info->xdeathstate;
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if (state != S_NULL)
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{
@@ -2280,7 +2280,17 @@ void P_DamageMobj(mobj_t *target, mobj_t *inflicter, mobj_t *source, int damage,
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if (r_corpses_mirrored && (M_BigRandom() & 1))
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target->flags2 ^= MF2_MIRRORED;
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}
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}
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else
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{
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target->giblevel = 2;
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target->flags2 &= ~MF2_CASTSHADOW;
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P_SetMobjState(target, S_GIBS);
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S_StartSound(target, sfx_slop);
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if (r_corpses_mirrored && (M_BigRandom() & 1))
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target->flags2 ^= MF2_MIRRORED;
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}
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}
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