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Have super sparks scale with the player
Fixes https://mb.srb2.org/showthread.php?t=40279 Should work fine, but do keep in mind that this fix is untested.
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2609745b51
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1 changed files with 6 additions and 1 deletions
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@ -3330,6 +3330,7 @@ firenormal:
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//
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static void P_DoSuperStuff(player_t *player)
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{
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mobj_t *spark;
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ticcmd_t *cmd = &player->cmd;
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if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9])
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return; // don't do anything right now, we're in the middle of transforming!
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@ -3396,7 +3397,11 @@ static void P_DoSuperStuff(player_t *player)
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if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->pflags & (PF_CARRIED|PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN))
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&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
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P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
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{
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spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
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spark->destscale = player->mo->scale;
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P_SetScale(spark, player->mo->scale);
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}
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G_GhostAddColor(GHC_SUPER);
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