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Have A_ThrownRing check for a player too
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@ -4912,7 +4912,7 @@ void A_ThrownRing(mobj_t *actor)
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}
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}
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if (actor->tracer && (actor->tracer->health)
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if (actor->tracer && (actor->tracer->health)
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&& (actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow.
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&& (actor->tracer->player && actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC))// Already found someone to follow.
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{
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{
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const INT32 temp = actor->threshold;
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const INT32 temp = actor->threshold;
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actor->threshold = 32000;
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actor->threshold = 32000;
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