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Double ring rotate speed, base it off current angle, slightly offset it
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1 changed files with 1 additions and 1 deletions
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@ -3590,7 +3590,7 @@ void A_AttractChase(mobj_t *actor)
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sparkle = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_RINGSPARKS);
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P_SetTarget(&sparkle->target, actor->target);
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sparkle->angle = FixedAngle(18<<FRACBITS) * actor->target->player->kartstuff[k_sparkleanim];
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sparkle->angle = (actor->target->angle + ANGLE_22h) + (FixedAngle(36<<FRACBITS) * actor->target->player->kartstuff[k_sparkleanim]);
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actor->target->player->kartstuff[k_sparkleanim] = (actor->target->player->kartstuff[k_sparkleanim]+1) % 20;
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P_KillMobj(actor, actor->target, actor->target);
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