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Make <150% sonic boom flash transparent instead in reducevfx
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parent
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1 changed files with 17 additions and 4 deletions
21
src/p_mobj.c
21
src/p_mobj.c
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@ -8208,13 +8208,26 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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invinc_rotation_delay = 8;
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}
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if ((trans >= NUMTRANSMAPS) // not a valid visibility
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|| (myspeed < (tripspeed - basespeed/2) && (leveltime & 1)) // < 150% flickering
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|| (mobj->target->player->tripwirePass < TRIPWIRE_BOOST) // Not strong enough to make an aura
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|| mobj->target->player->flamedash) // Flameshield dash
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if ((trans >= NUMTRANSMAPS) || mobj->target->player->flamedash || mobj->target->player->tripwirePass < TRIPWIRE_BOOST)
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{
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// never show for flameshield dash, below tripwire minimum or transparency invalid
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mobj->renderflags &= ~RF_TRANSMASK;
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mobj->renderflags |= RF_DONTDRAW;
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}
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else if (myspeed < (tripspeed - basespeed/2))
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{
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mobj->renderflags &= ~(RF_TRANSMASK|RF_DONTDRAW);
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if (cv_reducevfx.value)
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{
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// < 150% make more transparent for reducevfx
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mobj->renderflags |= RF_TRANS40;
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}
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else if (leveltime & 1)
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{
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// < 150% flickering normally
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mobj->renderflags |= RF_DONTDRAW;
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}
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}
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else
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{
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boolean blastermode = (myspeed >= tripspeed) && (mobj->target->player->tripwirePass >= TRIPWIRE_BLASTER);
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