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Cap overshield stacking from sneaker boosts
Previously the overshield you got from sneaker boosts could stack up to nonsensical amounts of overshield. This revises the behavior as follows: - Sneakers give you 25 tics of overshield, but will never stack - Rocket sneakers give you 1/2 second of overshield, but will never stack - Sneaker panels extend your existing overshield for 1/3 seconds, but cap at 1 full second
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1 changed files with 5 additions and 3 deletions
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@ -7317,15 +7317,17 @@ void K_DoSneaker(player_t *player, INT32 type)
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{
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case 0: // Panel sneaker
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player->panelsneakertimer = sneakertime;
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player->overshield += 1;
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if (player->overshield > 0) {
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player->overshield = min( player->overshield + TICRATE/3, max( TICRATE, player->overshield ));
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}
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break;
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case 1: // Single item sneaker
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player->sneakertimer = sneakertime;
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player->overshield += TICRATE/2;
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player->overshield = max( player->overshield, 25 );
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break;
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case 2: // Rocket sneaker (aka. weaksneaker)
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player->weaksneakertimer = 3*sneakertime/4;
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player->overshield += TICRATE/2;
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player->overshield = max( player->overshield, TICRATE/2 );
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break;
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}
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