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SPB intangibility call fixes
SPB is intangible when "flashing" now, as in flashing WHITE during it's 'give up' LOL (this never happened before, it was purely visual, so my check was useless). SPB intangibility also now checks for just 0 instead of flashing. Works.
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1 changed files with 8 additions and 1 deletions
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@ -392,6 +392,7 @@ static void SPBSeek(mobj_t *spb, mobj_t *bestMobj)
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// Go past our target and explode instead.
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if (spb->fuse == 0)
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{
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spb_intangible(spb) = SPB_FLASHING;
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spb->fuse = 2*TICRATE;
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}
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}
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@ -626,7 +627,12 @@ static void SPBSeek(mobj_t *spb, mobj_t *bestMobj)
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}
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}
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if (spb_intangible(spb) != SPB_FLASHING || (spb_modetimer(spb) <= 0)) // Tired of this thing whacking people when switching targets
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//CONS_Printf("%d: leveltime %d: SPB intangibility %d: SPBModeTimer\n", leveltime, spb_intangible(spb), spb_modetimer(spb));
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// Tired of this thing whacking people when switching targets.
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// I'm pretty sure checking mode timer doesn't work but, idk insurance!!
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if (spb_intangible(spb) <= 0 || (spb_modetimer(spb) > 0))
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{
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if (sliptide != 0)
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{
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@ -1041,6 +1047,7 @@ void Obj_SPBThink(mobj_t *spb)
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spb->color = SKINCOLOR_NONE;
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spb->colorized = false;
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}
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spb_intangible(spb) = SPB_FLASHING; // This is supposed to make it intangible when it's about to quit
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}
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// Clamp within level boundaries.
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