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Balloons by default will randomly pick CNZ colors
Would like this actually for CNZ instead of manually picking them by number & then the numbers get desynced... :v
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cc2704bc87
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2 changed files with 14 additions and 2 deletions
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@ -122,9 +122,9 @@ void K_DoIngameRespawn(player_t *player)
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// If player was tumbling, set variables so that they don't tumble like crazy after they're done respawning
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if (player->tumbleBounces > 0)
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{
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player->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once)
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player->tumbleBounces = TUMBLEBOUNCES-1; // Max # of bounces-1 (so you still tumble once)
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player->tumbleLastBounce = false; // Still force them to bounce at least once for the funny
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players->tumbleHeight = 20; // force tumble height
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players->tumbleHeight = 20; // force tumble height
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}
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P_ResetPlayer(player);
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12
src/p_mobj.c
12
src/p_mobj.c
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@ -9427,6 +9427,18 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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mobj->color = (P_RandomChance(FRACUNIT/2) ? SKINCOLOR_RED : SKINCOLOR_AQUAMARINE);
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break;
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case MT_BALLOON:
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{
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static const UINT8 BALLOONCOLORS[] = {
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// Carnival Night balloon colors
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SKINCOLOR_KETCHUP,
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SKINCOLOR_SAPPHIRE,
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SKINCOLOR_TANGERINE,
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SKINCOLOR_JET
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};
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mobj->color = BALLOONCOLORS[P_RandomKey(sizeof(BALLOONCOLORS))];
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}
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break;
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case MT_KART_LEFTOVER:
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mobj->color = SKINCOLOR_RED;
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break;
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