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Don't have all of your mines disappear into the aether if you have to shield-drop ONE, because they're not all out at once. (This is only really relevant to debug testing, given picking up additional HUD-dropped mines isn't very likely.
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1 changed files with 4 additions and 2 deletions
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@ -3140,7 +3140,7 @@ void K_DropHnextList(player_t *player)
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mobj_t *work = player->mo, *nextwork, *dropwork;
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INT32 flip;
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mobjtype_t type;
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boolean orbit, ponground;
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boolean orbit, ponground, dropall = true;
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if (!work)
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return;
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@ -3180,6 +3180,7 @@ void K_DropHnextList(player_t *player)
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break;
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case MT_SSMINE_SHIELD:
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orbit = false;
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dropall = false;
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type = MT_SSMINE;
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break;
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case MT_FAKESHIELD:
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@ -3258,7 +3259,8 @@ void K_DropHnextList(player_t *player)
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player->kartstuff[k_bananadrag] = 0;
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if (player->kartstuff[k_eggmanheld])
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player->kartstuff[k_eggmanheld] = 0;
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else if (player->kartstuff[k_itemheld])
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else if (player->kartstuff[k_itemheld]
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&& (dropall || (--player->kartstuff[k_itemamount] <= 0)))
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{
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player->kartstuff[k_itemamount] = player->kartstuff[k_itemheld] = 0;
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player->kartstuff[k_itemtype] = KITEM_NONE;
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