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MT_FLINGRING: Nullify fuse on touch
If the fuse caused the flingring to be deleted, it would hog a spot on player->pickuprings until the player respawned. This is not a perfect solution, but it should resolve the problem in practice. Needs testing to confirm this doesn't introduce TA desync, but in the worst case I would wager it affects a single digit number of runs at worst.
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@ -685,6 +685,11 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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special->extravalue1 = 1; // Ring collect animation timer
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special->extravalue1 = 1; // Ring collect animation timer
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special->angle = R_PointToAngle2(toucher->x, toucher->y, special->x, special->y); // animation angle
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special->angle = R_PointToAngle2(toucher->x, toucher->y, special->x, special->y); // animation angle
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P_SetTarget(&special->target, toucher); // toucher for thinker
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P_SetTarget(&special->target, toucher); // toucher for thinker
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// For MT_FLINGRING - don't delete yourself mid-pickup.
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special->renderflags &= ~RF_DONTDRAW;
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special->fuse = 0;
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player->pickuprings++;
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player->pickuprings++;
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return;
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return;
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