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Blaster polish
* Use leveltime instead of leniency for flicker, which makes it work as intended * Make the threshold for tripwire BLASTER 200% (from 180%) * Always colorize boost/BLASTER when you have a Flame Shield * Hide boost/BLASTER if you're using flamedash specifically
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1 changed files with 5 additions and 4 deletions
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@ -7192,14 +7192,15 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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trans = NUMTRANSMAPS - trans;
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trans = NUMTRANSMAPS - trans;
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if ((trans >= NUMTRANSMAPS) // not a valid visibility
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if ((trans >= NUMTRANSMAPS) // not a valid visibility
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|| (convSpeed < 150 && !(mobj->target->player->tripwireLeniency & 1)) // < 150% flickering
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|| (convSpeed < 150 && (leveltime & 1)) // < 150% flickering
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|| (triplevel < TRIPWIRE_BOOST)) // Not strong enough to make an aura
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|| (triplevel < TRIPWIRE_BOOST) // Not strong enough to make an aura
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|| mobj->target->player->flamedash) // Flameshield dash
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{
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{
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mobj->renderflags |= RF_DONTDRAW;
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mobj->renderflags |= RF_DONTDRAW;
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}
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}
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else
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else
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{
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{
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boolean blastermode = (convSpeed >= 180) && (triplevel >= TRIPWIRE_BLASTER);
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boolean blastermode = (convSpeed >= 200) && (triplevel >= TRIPWIRE_BLASTER);
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mobj->renderflags &= ~(RF_TRANSMASK|RF_DONTDRAW);
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mobj->renderflags &= ~(RF_TRANSMASK|RF_DONTDRAW);
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if (trans != 0)
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if (trans != 0)
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@ -7220,7 +7221,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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}
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mobj->colorized = true;
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mobj->colorized = true;
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}
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}
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else if (mobj->target->player->curshield == KSHIELD_FLAME && mobj->target->player->flamedash > 0)
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else if (mobj->target->player->curshield == KSHIELD_FLAME)
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{
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{
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mobj->color = SKINCOLOR_KETCHUP;
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mobj->color = SKINCOLOR_KETCHUP;
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mobj->colorized = true;
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mobj->colorized = true;
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