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Do a quake effect when hit by non-spinout things or explosions
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2 changed files with 11 additions and 0 deletions
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@ -1697,6 +1697,12 @@ void K_ExplodePlayer(player_t *player, mobj_t *source) // A bit of a hack, we ju
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P_PlayRinglossSound(player->mo);
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P_PlayRinglossSound(player->mo);
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if (P_IsLocalPlayer(player))
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{
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quake.intensity = 64*FRACUNIT;
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quake.time = 5;
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}
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return;
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return;
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}
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}
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@ -3131,6 +3131,11 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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if (inflictor->type == MT_GREENITEM || inflictor->type == MT_REDITEM || inflictor->type == MT_REDITEMDUD)
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if (inflictor->type == MT_GREENITEM || inflictor->type == MT_REDITEM || inflictor->type == MT_REDITEMDUD)
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P_PlayerRingBurst(player, 5);
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P_PlayerRingBurst(player, 5);
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player->mo->momx = player->mo->momy = 0;
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player->mo->momx = player->mo->momy = 0;
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if (P_IsLocalPlayer(player))
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{
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quake.intensity = 32*FRACUNIT;
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quake.time = 5;
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}
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return true;
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return true;
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}
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}
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/* // SRB2kart - don't need these
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/* // SRB2kart - don't need these
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