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Revert speed change to Redshells, but give them a speedcap in their thinker.
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c224929345
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2 changed files with 11 additions and 1 deletions
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@ -14695,7 +14695,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_DEADRED, // deathstate
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S_NULL, // xdeathstate
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sfx_shbrk, // deathsound
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(14*FRACUNIT)/5,// speed
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7*FRACUNIT, // speed
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -7438,11 +7438,21 @@ void P_MobjThinker(mobj_t *mobj)
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S_StartSound(mobj, mobj->info->activesound);
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break;
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case MT_REDITEM:
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{
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if (mobj->threshold > 0)
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mobj->threshold--;
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if (leveltime % 7 == 0)
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S_StartSound(mobj, mobj->info->activesound);
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// Do a similar thing to what is done to the player to keep the red shell at a speed cap
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fixed_t magnitude = P_AproxDistance(mobj->momx, mobj->momy);
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if (magnitude > 64*FRACUNIT)
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{
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mobj->momx = FixedMul(FixedDiv(mobj->momx, magnitude), 64*FRACUNIT);
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mobj->momy = FixedMul(FixedDiv(mobj->momy, magnitude), 64*FRACUNIT);
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}
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break;
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}
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case MT_REDITEMDUD:
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mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->x+mobj->momx, mobj->y+mobj->momy);
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P_InstaThrust(mobj, mobj->angle, mobj->info->speed);
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