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Don't explode mines multiple times while they're in hitlag
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commit
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2 changed files with 7 additions and 1 deletions
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@ -2815,7 +2815,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
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if (!bombflashtimer && P_CheckSight(p->mo, source))
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{
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bombflashtimer = TICRATE*2;
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P_FlashPal(p, 1, 1);
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P_FlashPal(p, PAL_WHITE, 1);
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}
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break; // we can break right now because quakes are global to all split players somehow.
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}
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@ -4457,6 +4457,9 @@ void A_GrenadeRing(mobj_t *actor)
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if (actor->flags2 & MF2_DEBRIS)
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return;
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if (actor->hitlag > 0)
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return;
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if (actor->state == &states[S_SSMINE_DEPLOY8])
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explodedist = (3*explodedist)/2;
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@ -4524,6 +4527,9 @@ void A_SSMineExplode(mobj_t *actor)
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if (actor->flags2 & MF2_DEBRIS)
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return;
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if (actor->hitlag > 0)
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return;
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type = (mobjtype_t)locvar1;
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// Use blockmap to check for nearby shootables
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