You can attack Sealed Stars, idiot

This commit is contained in:
AJ Martinez 2023-08-11 02:08:46 -07:00
parent cd28e4d150
commit 3cb8f7c2e1

View file

@ -115,13 +115,13 @@ void Obj_RandomItemVisuals(mobj_t *mobj)
// the player's cleared out a good portion of the map.
//
// Then extraval1 starts ticking up and triggers the transformation from Ringbox to Random Item.
if (mobj->fuse == 0 && !(mobj->flags & MF_NOCLIPTHING) && !(mobj->flags2 & MF2_AMBUSH)
&& !cv_thunderdome.value && (modeattacking == 0))
if (mobj->fuse == 0 && !(mobj->flags & MF_NOCLIPTHING) && !(mobj->flags2 & MF2_AMBUSH) && !cv_thunderdome.value
&& (modeattacking == 0 || specialstageinfo.valid)) // Time Attacking in Special is a fucked-looking exception
{
mobj->extravalue1++;
if (specialstageinfo.valid) // Players need ammo in Special, transform to RANDOMITEM right away!
mobj->extravalue1 = max(mobj->extravalue1, RINGBOX_TIME);
if (specialstageinfo.valid) // Setting the timer in this case probably looks kinda goofy, but P_ItemPop checks xval1, not states.
mobj->extravalue1 = max(mobj->extravalue1, RINGBOX_TIME); // I will change this if this logic ever becomes even slightly more complicated.
if (mobj->extravalue1 == RINGBOX_TIME)
{
@ -130,7 +130,6 @@ void Obj_RandomItemVisuals(mobj_t *mobj)
P_SetMobjState(mobj, S_RANDOMITEM1 + (animDelta%12));
}
}
}
boolean Obj_RandomItemSpawnIn(mobj_t *mobj)