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You can attack Sealed Stars, idiot
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cd28e4d150
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1 changed files with 4 additions and 5 deletions
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@ -115,13 +115,13 @@ void Obj_RandomItemVisuals(mobj_t *mobj)
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// the player's cleared out a good portion of the map.
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//
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// Then extraval1 starts ticking up and triggers the transformation from Ringbox to Random Item.
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if (mobj->fuse == 0 && !(mobj->flags & MF_NOCLIPTHING) && !(mobj->flags2 & MF2_AMBUSH)
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&& !cv_thunderdome.value && (modeattacking == 0))
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if (mobj->fuse == 0 && !(mobj->flags & MF_NOCLIPTHING) && !(mobj->flags2 & MF2_AMBUSH) && !cv_thunderdome.value
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&& (modeattacking == 0 || specialstageinfo.valid)) // Time Attacking in Special is a fucked-looking exception
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{
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mobj->extravalue1++;
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if (specialstageinfo.valid) // Players need ammo in Special, transform to RANDOMITEM right away!
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mobj->extravalue1 = max(mobj->extravalue1, RINGBOX_TIME);
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if (specialstageinfo.valid) // Setting the timer in this case probably looks kinda goofy, but P_ItemPop checks xval1, not states.
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mobj->extravalue1 = max(mobj->extravalue1, RINGBOX_TIME); // I will change this if this logic ever becomes even slightly more complicated.
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if (mobj->extravalue1 == RINGBOX_TIME)
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{
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@ -130,7 +130,6 @@ void Obj_RandomItemVisuals(mobj_t *mobj)
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P_SetMobjState(mobj, S_RANDOMITEM1 + (animDelta%12));
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}
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}
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}
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boolean Obj_RandomItemSpawnIn(mobj_t *mobj)
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