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Make laser transparent before it's active
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@ -339,6 +339,9 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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//P_SetScale(mo, scale);
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//P_SetScale(mo, scale);
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zpos += 346 * mo->scale * flip;
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zpos += 346 * mo->scale * flip;
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if (battleovertime.enabled < 10*TICRATE)
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mo->drawflags |= MFD_TRANS50;
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break;
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break;
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case 2:
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case 2:
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P_SetMobjState(mo, S_OVERTIME_BULB2);
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P_SetMobjState(mo, S_OVERTIME_BULB2);
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