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Nerf activation range of Mines, keep explosion radius
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261a50fe68
commit
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2 changed files with 5 additions and 5 deletions
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@ -15577,7 +15577,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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6*TICRATE, // reactiontime
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6*TICRATE, // reactiontime
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sfx_None, // attacksound
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sfx_None, // attacksound
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S_NULL, // painstate
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S_NULL, // painstate
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288*FRACUNIT, // painchance
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192*FRACUNIT, // painchance
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sfx_None, // painsound
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // missilestate
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@ -15604,7 +15604,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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8, // reactiontime
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8, // reactiontime
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sfx_None, // attacksound
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sfx_None, // attacksound
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S_NULL, // painstate
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S_NULL, // painstate
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288*FRACUNIT, // painchance
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192*FRACUNIT, // painchance
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sfx_None, // painsound
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // missilestate
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@ -15847,7 +15847,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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8, // reactiontime
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8, // reactiontime
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sfx_None, // attacksound
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sfx_None, // attacksound
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S_NULL, // painstate
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S_NULL, // painstate
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288*FRACUNIT, // painchance
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192*FRACUNIT, // painchance
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sfx_None, // painsound
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // missilestate
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@ -19629,7 +19629,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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0, // reactiontime
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0, // reactiontime
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sfx_None, // attacksound
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sfx_None, // attacksound
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S_NULL, // painstate
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S_NULL, // painstate
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288*FRACUNIT, // painchance
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192*FRACUNIT, // painchance
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sfx_None, // painsound
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // missilestate
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@ -4036,7 +4036,7 @@ void A_MineExplode(mobj_t *actor)
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INT32 d;
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INT32 d;
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INT32 locvar1 = var1;
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INT32 locvar1 = var1;
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mobjtype_t type;
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mobjtype_t type;
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explodedist = FixedMul(actor->info->painchance, mapheaderinfo[gamemap-1]->mobj_scale);
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explodedist = FixedMul((3*actor->info->painchance)/2, mapheaderinfo[gamemap-1]->mobj_scale);
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_MineExplode", actor))
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if (LUA_CallAction("A_MineExplode", actor))
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return;
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return;
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