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Scale bumper size to combo length when hit
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2 changed files with 4 additions and 2 deletions
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@ -41,7 +41,7 @@ Make sure this matches the actual number of states
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#define MAXCOMBOFLOAT (mapobjectscale*10)
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#define MINCOMBOTHRUST (mapobjectscale*2)
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#define MINCOMBOFLOAT (mapobjectscale*1)
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#define MAXCOMBOTIME (TICRATE*10)
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#define MAXCOMBOTIME (TICRATE*6)
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#define FLAMESHIELD_MAX (120)
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@ -6238,7 +6238,9 @@ static void P_MobjSceneryThink(mobj_t *mobj)
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if (mobj->target->player->bumperinflate)
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{
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mobj->frame |= FF_INVERT;
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P_SetScale(mobj, mobj->target->scale + (mobj->target->scale * 3 * mobj->target->player->bumperinflate / 4));
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// This line sucks. Scale to player, plus up to 1.5x their size based on how long the combo you're in is.
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P_SetScale(mobj, mobj->target->scale + (mobj->target->player->progressivethrust * 3 * mobj->target->scale / 2 / MAXCOMBOTIME));
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}
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else
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{
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