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Sliptide makes waterrun particles only show on the outside of your turn
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73c381750a
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1 changed files with 54 additions and 48 deletions
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@ -3401,6 +3401,8 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
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y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
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y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
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// Left
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// Left
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if (!mobj->player || mobj->player->aizdriftstrat <= 0)
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{
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// underlay
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// underlay
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water = P_SpawnMobj(x1, y1,
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water = P_SpawnMobj(x1, y1,
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((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
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((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
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@ -3426,8 +3428,11 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
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P_SetMobjState(water, curOverlayFrame);
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P_SetMobjState(water, curOverlayFrame);
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P_SetTarget(&water->owner, mobj);
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P_SetTarget(&water->owner, mobj);
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water->renderflags |= RF_REDUCEVFX;
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water->renderflags |= RF_REDUCEVFX;
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}
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// Right
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// Right
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if (!mobj->player || mobj->player->aizdriftstrat >= 0)
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{
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// Underlay
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// Underlay
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water = P_SpawnMobj(x2, y2,
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water = P_SpawnMobj(x2, y2,
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((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
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((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
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@ -3453,6 +3458,7 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
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P_SetMobjState(water, curOverlayFrame);
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P_SetMobjState(water, curOverlayFrame);
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P_SetTarget(&water->owner, mobj);
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P_SetTarget(&water->owner, mobj);
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water->renderflags |= RF_REDUCEVFX;
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water->renderflags |= RF_REDUCEVFX;
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}
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if (!S_SoundPlaying(mobj, sfx_s3kdbs))
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if (!S_SoundPlaying(mobj, sfx_s3kdbs))
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{
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{
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