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Add fuse to Emeralds in Battle, same as dropped items
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2 changed files with 6 additions and 0 deletions
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@ -247,6 +247,11 @@ mobj_t *K_SpawnChaosEmerald(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT
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P_SetMobjState(overlay, S_CHAOSEMERALD_UNDER);
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overlay->color = emerald->color;
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if (gametyperules & GTR_BUMPERS)
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{
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emerald->fuse = BATTLE_DESPAWN_TIME;
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}
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return emerald;
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}
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@ -9636,6 +9636,7 @@ static boolean P_CanFlickerFuse(mobj_t *mobj)
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case MT_FLOATINGITEM:
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case MT_POGOSPRING:
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case MT_KART_LEFTOVER:
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case MT_EMERALD:
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if (mobj->fuse <= TICRATE)
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{
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return true;
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