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Don't lose rings with a shield on hit
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parent
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commit
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2 changed files with 9 additions and 3 deletions
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@ -3289,6 +3289,10 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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if (!player)
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if (!player)
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return;
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return;
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// Has a shield? Don't lose your rings!
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if (player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD)
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return;
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// 20 is the ring cap in kart
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// 20 is the ring cap in kart
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if (num_rings > 20)
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if (num_rings > 20)
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num_rings = 20;
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num_rings = 20;
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@ -1083,10 +1083,12 @@ void P_PlayLivesJingle(player_t *player)
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void P_PlayRinglossSound(mobj_t *source)
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void P_PlayRinglossSound(mobj_t *source)
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{
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{
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if (source->player && source->player->kartstuff[k_rings] <= 0)
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if (source->player && source->player->kartstuff[k_itemtype] == KITEM_THUNDERSHIELD)
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S_StartSound(source, sfx_s1a6);
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S_StartSound(source, sfx_s1a3); // Shield hit (no ring loss)
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else if (source->player && source->player->kartstuff[k_rings] <= 0)
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S_StartSound(source, sfx_s1a6); // Ring debt (lessened ring loss)
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else
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else
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S_StartSound(source, sfx_s1c6);
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S_StartSound(source, sfx_s1c6); // Normal ring loss sound
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}
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}
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void P_PlayDeathSound(mobj_t *source)
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void P_PlayDeathSound(mobj_t *source)
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