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Bubble Shield trap overlay fixes
- Add player momentum to it, so that it lines up better - Set noclip so it doesn't stop against walls
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1 changed files with 4 additions and 3 deletions
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@ -9709,12 +9709,13 @@ void P_MobjThinker(mobj_t *mobj)
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{
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player_t *player = mobj->tracer->player;
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mobj->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_DONTENCOREMAP;
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mobj->extravalue1 = 1;
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P_TeleportMove(mobj,
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mobj->tracer->x + P_ReturnThrustX(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
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mobj->tracer->y + P_ReturnThrustY(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
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mobj->tracer->z - (4*mobj->tracer->scale) + (P_RandomRange(-abs(mobj->cvmem), abs(mobj->cvmem))<<FRACBITS));
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mobj->tracer->x + mobj->tracer->momx + P_ReturnThrustX(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
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mobj->tracer->y + mobj->tracer->momy + P_ReturnThrustY(NULL, mobj->tracer->angle+ANGLE_90, (mobj->cvmem)<<FRACBITS),
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mobj->tracer->z + mobj->tracer->momz - (4*mobj->tracer->scale) + (P_RandomRange(-abs(mobj->cvmem), abs(mobj->cvmem))<<FRACBITS));
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mobj->cvmem /= 2;
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mobj->momz = 0;
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