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Infinite tether uses lightning shield effects
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commit
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3 changed files with 29 additions and 15 deletions
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@ -675,6 +675,12 @@ static inline BlockItReturn_t PIT_LightningShieldAttack(mobj_t *thing)
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return BMIT_ABORT;
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}
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if (thing == NULL || P_MobjWasRemoved(thing))
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{
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// Invalid?
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return BMIT_ABORT;
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}
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if (thing == lightningSource)
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{
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// Don't explode yourself!!
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12
src/k_kart.c
12
src/k_kart.c
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@ -1725,8 +1725,16 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur
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curz + (P_RandomRange(24,48)*mapobjectscale),
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MT_SIGNSPARKLE);
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P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11));
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P_SetScale(band, (band->destscale = (3*player->mo->scale)/2));
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if (maxdist == 0)
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{
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P_SetMobjState(band, S_KSPARK1 + (leveltime % 8));
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P_SetScale(band, (band->destscale = player->mo->scale/2));
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}
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else
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{
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P_SetMobjState(band, S_SIGNSPARK1 + (leveltime % 11));
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P_SetScale(band, (band->destscale = (3*player->mo->scale)/2));
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}
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band->color = colors[c];
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band->colorized = true;
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@ -14032,21 +14032,21 @@ void A_LightningFollowPlayer(mobj_t *actor)
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if (!actor->target)
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return;
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if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly
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{
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if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly
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{
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sx = actor->target->x + FixedMul((actor->target->scale*actor->extravalue1), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
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sy = actor->target->y + FixedMul((actor->target->scale*actor->extravalue1), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
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P_MoveOrigin(actor, sx, sy, actor->target->z);
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}
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else // else just teleport to player directly
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P_MoveOrigin(actor, actor->target->x, actor->target->y, actor->target->z);
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K_MatchGenericExtraFlags(actor, actor->target); // copy our target for graviflip
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actor->momx = actor->target->momx;
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actor->momy = actor->target->momy;
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actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.
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sx = actor->target->x + FixedMul((actor->target->scale*actor->extravalue1), FINECOSINE((actor->angle)>>ANGLETOFINESHIFT));
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sy = actor->target->y + FixedMul((actor->target->scale*actor->extravalue1), FINESINE((actor->angle)>>ANGLETOFINESHIFT));
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P_MoveOrigin(actor, sx, sy, actor->target->z);
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}
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else // else just teleport to player directly
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{
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P_MoveOrigin(actor, actor->target->x, actor->target->y, actor->target->z);
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}
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K_MatchGenericExtraFlags(actor, actor->target); // copy our target for graviflip
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actor->momx = actor->target->momx;
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actor->momy = actor->target->momy;
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actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.
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}
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// A_FZBoomFlash:
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