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Fix stagger off-by-one in hitstop VFX
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2 changed files with 13 additions and 1 deletions
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@ -113,7 +113,11 @@ static void K_SpawnSingleHitLagSpark(
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spark->angle += ANGLE_90;
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spark->angle += ANGLE_90;
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}
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}
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spark->hitlag = pause;
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if (pause > 0)
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{
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spark->hitlag = pause+1; // A little dumb, but hitlag is decremented on the same tic we spawn, so naively setting is off-by-one.
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// spark->renderflags |= RF_DONTDRAW; // "Re-visible" behavior in P_MobjThinker, under a type check. (Currently unused.)
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}
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if (color != SKINCOLOR_NONE)
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if (color != SKINCOLOR_NONE)
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{
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{
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@ -9895,6 +9895,14 @@ void P_MobjThinker(mobj_t *mobj)
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K_HandleDirectionalInfluence(mobj->player);
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K_HandleDirectionalInfluence(mobj->player);
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}
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}
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// Hitlag VFX "stagger" behavior.
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// Oni likes the look better if all sparks visibly hold on their 1st frame,
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// but if we ever reverse course, this is here.
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/*
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if (mobj->type == MT_HITLAG && mobj->hitlag == 0)
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mobj->renderflags &= ~RF_DONTDRAW;
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*/
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return;
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return;
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}
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}
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