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Lightsnake scales
(The comment about scale not working was actually just paper sprite projection mucking it up)
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1 changed files with 4 additions and 4 deletions
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@ -1937,8 +1937,8 @@ void K_RespawnChecker(player_t *player)
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fixed_t newx, newy, newz;
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newangle = FixedAngle(((360/8)*i)*FRACUNIT);
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newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31<<FRACBITS); // does NOT use scale, since this effect doesn't scale properly
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newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31<<FRACBITS);
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newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31 * player->mo->scale);
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newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31 * player->mo->scale);
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if (player->mo->eflags & MFE_VERTICALFLIP)
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newz = player->mo->z + player->mo->height;
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else
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@ -1951,8 +1951,8 @@ void K_RespawnChecker(player_t *player)
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mo->eflags |= MFE_VERTICALFLIP;
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P_SetTarget(&mo->target, player->mo);
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mo->angle = newangle+ANGLE_90;
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mo->momz = (8<<FRACBITS) * P_MobjFlip(player->mo);
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P_SetScale(mo, (mo->destscale = FRACUNIT));
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mo->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
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P_SetScale(mo, (mo->destscale = player->mo->scale));
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}
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}
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}
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