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Make SPB follow the same rules too
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parent
f35e5d816a
commit
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2 changed files with 5 additions and 7 deletions
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@ -2539,8 +2539,10 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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th->cvmem = SKINCOLOR_KETCHUP;
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/* FALLTHRU */
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case MT_JAWZ_DUD:
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th->movefactor = finalspeed;
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S_StartSound(th, th->info->activesound);
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/* FALLTHRU */
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case MT_SPB:
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th->movefactor = finalspeed;
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break;
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default:
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break;
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@ -2890,7 +2892,7 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map
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return NULL;
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// Figure out projectile speed by game speed
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if (mapthing == MT_ORBINAUT || mapthing == MT_JAWZ || mapthing == MT_JAWZ_DUD) // Trying to keep compatability...
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if (missile) // Trying to keep compatability...
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{
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PROJSPEED = mobjinfo[mapthing].speed;
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if (gamespeed == 0)
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@ -8348,11 +8348,7 @@ void A_SPBChase(mobj_t *actor)
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#endif
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// Default speed
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wspeed = FixedMul(actor->info->speed, mapheaderinfo[gamemap-1]->mobj_scale);
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if (gamespeed == 0)
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wspeed = FixedMul(wspeed, FRACUNIT-FRACUNIT/4);
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else if (gamespeed == 2)
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wspeed = FixedMul(wspeed, FRACUNIT+FRACUNIT/4);
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wspeed = actor->movefactor;
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if (actor->threshold) // Just fired, go straight.
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{
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