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Flame shield polish
- MT_FLAMESHIELD: Flicker dispoffset depending on whether frame is supposed to be behind or in front of player - MT_FLAMESHILEDUNDERLAY: Use P_SpawnMobjFromMobj to match interpolation coordintes, any other relevant properties, etc
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1 changed files with 4 additions and 2 deletions
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@ -8226,6 +8226,8 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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if (mobj->target->player->flamedash)
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{
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mobj->dispoffset = 1;
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if (!(curstate >= S_FLAMESHIELDDASH1 && curstate <= S_FLAMESHIELDDASH12))
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P_SetMobjState(mobj, S_FLAMESHIELDDASH1);
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@ -8267,6 +8269,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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{
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if (curstate >= S_FLAMESHIELDDASH1 && curstate <= S_FLAMESHIELDDASH12)
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P_SetMobjState(mobj, S_FLAMESHIELD1);
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mobj->dispoffset = ((curstate - S_FLAMESHIELD1) & 1) ? -1 : 1;
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}
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mobj->extravalue1 = mobj->target->player->flamedash;
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@ -8291,8 +8294,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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if (underlayst != S_NULL)
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{
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mobj_t *underlay = P_SpawnMobj(mobj->target->x, mobj->target->y, mobj->target->z, MT_FLAMESHIELDUNDERLAY);
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underlay->angle = mobj->angle;
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mobj_t *underlay = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_FLAMESHIELDUNDERLAY);
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P_SetMobjState(underlay, underlayst);
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}
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break;
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