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Use SPB_intangible instead
Smaller if, catches more, put on the red tether dust too
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parent
c6deb0a7b0
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1 changed files with 4 additions and 1 deletions
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@ -154,6 +154,8 @@ static void SpawnSPBDust(mobj_t *spb)
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angle_t sa = spb->angle - ANG1*60;
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angle_t sa = spb->angle - ANG1*60;
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INT32 i;
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INT32 i;
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if ((spb_intangible(spb) = SPB_FLASHING)) // If the SPB is intangible, don't spawn the "v" dust wave
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{
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if (spb->eflags & MFE_VERTICALFLIP)
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if (spb->eflags & MFE_VERTICALFLIP)
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{
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{
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sz = spb->ceilingz;
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sz = spb->ceilingz;
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@ -188,6 +190,7 @@ static void SpawnSPBDust(mobj_t *spb)
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}
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}
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}
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}
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}
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}
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}
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// Spawns SPB slip tide. To be used when the SPB is turning.
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// Spawns SPB slip tide. To be used when the SPB is turning.
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// Modified version of K_SpawnAIZDust. Maybe we could merge those to be cleaner?
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// Modified version of K_SpawnAIZDust. Maybe we could merge those to be cleaner?
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@ -202,7 +205,7 @@ static void SpawnSPBSliptide(mobj_t *spb, SINT8 dir)
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angle_t travelangle;
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angle_t travelangle;
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fixed_t sz = spb->floorz;
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fixed_t sz = spb->floorz;
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if ((spb_modetimer(spb) != SPB_HOTPOTATO) || (spb_swapcount(spb) == SPB_MAXSWAPS + 1)) // Tired of this thing whacking people when switching targets
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if ((spb_intangible(spb) = SPB_FLASHING)) // Tired of this thing whacking people when switching targets, don't sliptide if intangible either
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{
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{
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if (spb->eflags & MFE_VERTICALFLIP)
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if (spb->eflags & MFE_VERTICALFLIP)
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{
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{
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