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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Next round of UFO tweaks
- Damage depends on item thrown at it. - UFO speeds up when getting damaged. - Made UFO speed up more often. - First Special Stage item column is active farther back. - Items can't be disabled if rules can't be changed. - Item column code with items disabled uses fractional precision. - Fixed bug with the new item table code to support different lengths better. - Tweaked UFO speed values again. - UFO is no longer solid.
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parent
d1b2e42560
commit
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4 changed files with 48 additions and 21 deletions
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@ -29081,7 +29081,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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16, // mass
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16, // mass
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0, // damage
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0, // damage
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sfx_None, // activesound
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sfx_None, // activesound
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MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
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MF_SHOOTABLE|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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S_NULL // raisestate
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},
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},
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};
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};
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@ -56,6 +56,7 @@ UINT8 K_ItemResultToAmount(SINT8 getitem);
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tic_t K_GetItemCooldown(SINT8 itemResult);
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tic_t K_GetItemCooldown(SINT8 itemResult);
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void K_SetItemCooldown(SINT8 itemResult, tic_t time);
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void K_SetItemCooldown(SINT8 itemResult, tic_t time);
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void K_RunItemCooldowns(void);
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void K_RunItemCooldowns(void);
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boolean K_ItemEnabled(SINT8 item);
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fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against);
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fixed_t K_GetMobjWeight(mobj_t *mobj, mobj_t *against);
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boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2);
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boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2);
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boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj);
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boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj);
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@ -693,7 +693,12 @@ static UINT8 K_FindUseodds(const player_t *player, itemroulette_t *const roulett
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{
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{
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UINT8 j;
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UINT8 j;
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if (gametype == GT_BATTLE && i > 1)
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if (specialStage.active == true && i > 3)
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{
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oddsvalid[i] = false;
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continue;
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}
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else if (gametype == GT_BATTLE && i > 1)
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{
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{
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oddsValid[i] = false;
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oddsValid[i] = false;
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continue;
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continue;
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@ -724,7 +729,7 @@ static UINT8 K_FindUseodds(const player_t *player, itemroulette_t *const roulett
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{
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{
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if (specialStage.active == true) // Special Stages
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if (specialStage.active == true) // Special Stages
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{
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{
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SETUPDISTTABLE(0,1);
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SETUPDISTTABLE(0,2);
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SETUPDISTTABLE(1,2);
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SETUPDISTTABLE(1,2);
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SETUPDISTTABLE(2,3);
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SETUPDISTTABLE(2,3);
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SETUPDISTTABLE(3,1);
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SETUPDISTTABLE(3,1);
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@ -24,12 +24,12 @@
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#include "../k_waypoint.h"
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#include "../k_waypoint.h"
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#include "../k_specialstage.h"
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#include "../k_specialstage.h"
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#define UFO_BASE_SPEED (16 * FRACUNIT) // UFO's slowest speed.
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#define UFO_BASE_SPEED (24 * FRACUNIT) // UFO's slowest speed.
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#define UFO_SPEEDUP (FRACUNIT >> 3)
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#define UFO_SPEEDUP (FRACUNIT >> 1) // Acceleration
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#define UFO_SLOWDOWN (FRACUNIT >> 2)
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#define UFO_SLOWDOWN (FRACUNIT >> 1) // Deceleration
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#define UFO_SPACING (1024 * FRACUNIT)
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#define UFO_SPACING (1024 * FRACUNIT) // How far the UFO wants to stay in front
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#define UFO_DEADZONE (768 * FRACUNIT)
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#define UFO_DEADZONE (2048 * FRACUNIT) // Deadzone where it won't update it's speed as much.
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#define UFO_SPEEDFACTOR (FRACUNIT * 9 / 10)
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#define UFO_SPEEDFACTOR (FRACUNIT * 9 / 10) // Factor of player's best speed, to make it more fair.
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#define ufo_waypoint(o) ((o)->extravalue1)
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#define ufo_waypoint(o) ((o)->extravalue1)
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#define ufo_distancetofinish(o) ((o)->extravalue2)
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#define ufo_distancetofinish(o) ((o)->extravalue2)
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@ -157,19 +157,19 @@ static void UFOUpdateSpeed(mobj_t *ufo)
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distDelta = ufo_distancetofinish(ufo) - wantedDist;
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distDelta = ufo_distancetofinish(ufo) - wantedDist;
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if (abs(distDelta) <= deadzone)
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{
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// We're in a good spot, try to match the player.
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wantedSpeed = max(bestSpeed >> 1, baseSpeed);
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}
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else
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{
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if (distDelta > 0)
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if (distDelta > 0)
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{
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{
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// Too far behind! Start speeding up!
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// Too far behind! Start speeding up!
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wantedSpeed = max(bestSpeed << 1, baseSpeed << 2);
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wantedSpeed = max(bestSpeed << 1, baseSpeed << 2);
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}
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}
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else
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else
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{
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if (abs(distDelta) < deadzone)
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{
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// We're in a good spot, try to match the player.
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wantedSpeed = max(bestSpeed >> 1, baseSpeed);
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}
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else
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{
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{
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// Too far ahead! Start slowing down!
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// Too far ahead! Start slowing down!
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wantedSpeed = baseSpeed;
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wantedSpeed = baseSpeed;
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@ -354,14 +354,29 @@ static UINT8 GetUFODamage(mobj_t *inflictor)
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{
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{
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if (inflictor == NULL || P_MobjWasRemoved(inflictor) == true)
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if (inflictor == NULL || P_MobjWasRemoved(inflictor) == true)
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{
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{
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return 1;
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// Default damage value.
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return 10;
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}
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}
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switch (inflictor->type)
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switch (inflictor->type)
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{
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{
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case MT_SPB:
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{
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// SPB deals triple damage.
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return 30;
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}
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case MT_ORBINAUT:
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case MT_ORBINAUT_SHIELD:
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{
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// Orbinauts deal double damage.
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return 20;
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}
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case MT_JAWZ:
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case MT_JAWZ_SHIELD:
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default:
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default:
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{
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{
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return 1;
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// Jawz deal minimal damage.
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return 10;
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}
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}
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}
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}
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}
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}
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@ -373,6 +388,9 @@ boolean Obj_SpecialUFODamage(mobj_t *ufo, mobj_t *inflictor, mobj_t *source, UIN
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(void)source;
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(void)source;
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(void)damageType;
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(void)damageType;
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// Speed up on damage!
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ufo_speed(ufo) += FixedMul(UFO_BASE_SPEED, K_GetKartGameSpeedScalar(gamespeed));
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if (UFOEmeraldChase(ufo) == true)
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if (UFOEmeraldChase(ufo) == true)
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{
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{
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// Damaged fully already, no need for any more.
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// Damaged fully already, no need for any more.
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@ -384,14 +402,14 @@ boolean Obj_SpecialUFODamage(mobj_t *ufo, mobj_t *inflictor, mobj_t *source, UIN
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if (damage >= ufo->health - 1)
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if (damage >= ufo->health - 1)
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{
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{
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// Turn into just an emerald, and make it collectible!
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// Destroy the UFO parts, and make the emerald collectible!
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ufo->health = 1;
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ufo->health = 1;
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ufo->flags = (ufo->flags & ~MF_SHOOTABLE) | (MF_SPECIAL|MF_PICKUPFROMBELOW);
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ufo->flags = (ufo->flags & ~MF_SHOOTABLE) | (MF_SPECIAL|MF_PICKUPFROMBELOW);
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return true;
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return true;
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}
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}
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ufo->health -= damage;
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ufo->health -= damage;
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K_SetHitLagForObjects(ufo, inflictor, damage * 6, true);
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K_SetHitLagForObjects(ufo, inflictor, (damage / 3) + 2, true);
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return true;
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return true;
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}
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}
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@ -415,15 +433,18 @@ static mobj_t *InitSpecialUFO(waypoint_t *start)
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UFOUpdateDistanceToFinish(ufo);
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UFOUpdateDistanceToFinish(ufo);
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}
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}
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ufo_speed(ufo) = UFO_BASE_SPEED;
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ufo_speed(ufo) = FixedMul(UFO_BASE_SPEED << 2, K_GetKartGameSpeedScalar(gamespeed));
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// TODO: Adjustable Special Stage emerald color
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ufo->color = SKINCOLOR_CHAOSEMERALD1;
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ufo->color = SKINCOLOR_CHAOSEMERALD1;
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underlay = P_SpawnMobjFromMobj(ufo, 0, 0, 0, MT_OVERLAY);
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underlay = P_SpawnMobjFromMobj(ufo, 0, 0, 0, MT_OVERLAY);
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P_SetTarget(&underlay->target, ufo);
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P_SetTarget(&underlay->target, ufo);
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P_SetMobjState(underlay, S_CHAOSEMERALD_UNDER);
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underlay->color = ufo->color;
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underlay->color = ufo->color;
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// TODO: Super Emeralds / Chaos Rings
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P_SetMobjState(underlay, S_CHAOSEMERALD_UNDER);
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return ufo;
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return ufo;
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}
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}
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