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Remove more debug print
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1 changed files with 0 additions and 3 deletions
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@ -3130,7 +3130,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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else if (player->overshield &&
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else if (player->overshield &&
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(type != DMG_EXPLODE || inflictor->type != MT_SPBEXPLOSION || !inflictor->movefactor))
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(type != DMG_EXPLODE || inflictor->type != MT_SPBEXPLOSION || !inflictor->movefactor))
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{
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{
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CONS_Printf("overshield case\n");
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clash = true;
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clash = true;
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}
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}
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else if (player->hyudorotimer > 0)
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else if (player->hyudorotimer > 0)
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@ -3152,8 +3151,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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clash = false;
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clash = false;
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}
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}
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CONS_Printf("invinc=%d clash=%d ad=%d type=%d whumb=%d\n", invincible, clash, player->pflags2 & PF2_ALWAYSDAMAGED, type, DMG_WHUMBLE);
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// TODO: doing this from P_DamageMobj limits punting to objects that damage the player.
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// TODO: doing this from P_DamageMobj limits punting to objects that damage the player.
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// And it may be kind of yucky.
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// And it may be kind of yucky.
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// But this is easier than accounting for every condition in PIT_CheckThing!
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// But this is easier than accounting for every condition in PIT_CheckThing!
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