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No Special Stage ringbox, always Record Attack ringbox
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commit
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2 changed files with 8 additions and 2 deletions
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@ -18,6 +18,7 @@
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#include "../r_defs.h"
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#include "../k_battle.h"
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#include "../m_random.h"
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#include "../k_specialstage.h" // specialstageinfo
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#define FLOAT_HEIGHT ( 12 * FRACUNIT )
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#define FLOAT_TIME ( 2 * TICRATE )
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@ -115,9 +116,13 @@ void Obj_RandomItemVisuals(mobj_t *mobj)
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//
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// Then extraval1 starts ticking up and triggers the transformation from Ringbox to Random Item.
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if (mobj->fuse == 0 && !(mobj->flags & MF_NOCLIPTHING) && !(mobj->flags2 & MF2_AMBUSH)
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&& !cv_thunderdome.value && !(modeattacking & ATTACKING_SPB))
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&& !cv_thunderdome.value && (modeattacking == 0))
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{
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mobj->extravalue1++;
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if (specialstageinfo.valid) // Players need ammo in Special, transform to RANDOMITEM right away!
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mobj->extravalue1 = max(mobj->extravalue1, RINGBOX_TIME);
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if (mobj->extravalue1 == RINGBOX_TIME)
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{
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// Sync the position in RINGBOX and RANDOMITEM animations.
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@ -207,7 +207,8 @@ static void P_ItemPop(mobj_t *actor)
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Obj_SpawnItemDebrisEffects(actor, actor->target);
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P_SetMobjState(actor, S_RINGBOX1);
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if (!specialstageinfo.valid) // In Special, you'll respawn as a Ring Box (random-item.c), don't confuse the player.
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P_SetMobjState(actor, S_RINGBOX1);
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actor->extravalue1 = 0;
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// de-solidify
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