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Merge branch 'fix-gravflip-shields' into 'master'
Fix Thunder/Flame shield in gravity flip (resolves #754) Closes #754 See merge request KartKrew/Kart!1609
This commit is contained in:
commit
3a36263296
2 changed files with 7 additions and 5 deletions
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@ -24786,7 +24786,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // deathsound
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sfx_None, // deathsound
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8, // speed
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8, // speed
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28*FRACUNIT, // radius
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28*FRACUNIT, // radius
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56*FRACUNIT, // height
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0*FRACUNIT, // height
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1, // display offset
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1, // display offset
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16, // mass
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16, // mass
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0, // damage
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0, // damage
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@ -24840,7 +24840,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // deathsound
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sfx_None, // deathsound
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8, // speed
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8, // speed
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28*FRACUNIT, // radius
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28*FRACUNIT, // radius
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56*FRACUNIT, // height
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0*FRACUNIT, // height
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1, // display offset
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1, // display offset
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16, // mass
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16, // mass
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0, // damage
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0, // damage
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@ -24867,7 +24867,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // deathsound
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sfx_None, // deathsound
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0, // speed
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0, // speed
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8<<FRACBITS, // radius
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8<<FRACBITS, // radius
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16<<FRACBITS, // height
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0<<FRACBITS, // height
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-1, // display offset
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-1, // display offset
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100, // mass
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100, // mass
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0, // damage
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0, // damage
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@ -24894,7 +24894,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // deathsound
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sfx_None, // deathsound
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0, // speed
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0, // speed
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8<<FRACBITS, // radius
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8<<FRACBITS, // radius
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16<<FRACBITS, // height
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0<<FRACBITS, // height
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1, // display offset
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1, // display offset
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100, // mass
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100, // mass
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0, // damage
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0, // damage
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@ -8796,9 +8796,11 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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}
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}
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}
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z + mobj->target->height/2);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z + (mobj->eflags & MFE_VERTICALFLIP ? 1 : 1) * mobj->target->height/2);
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mobj->angle = K_MomentumAngle(mobj->target);
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mobj->angle = K_MomentumAngle(mobj->target);
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K_FlipFromObject(mobj, mobj->target);
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if (underlayst != S_NULL)
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if (underlayst != S_NULL)
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{
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{
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mobj_t *underlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_FLAMESHIELDUNDERLAY);
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mobj_t *underlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_FLAMESHIELDUNDERLAY);
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