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Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump.
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2 changed files with 2 additions and 5 deletions
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@ -6824,6 +6824,7 @@ void P_MobjThinker(mobj_t *mobj)
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whoosh->height = 38*whoosh->scale;
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whoosh->height = 38*whoosh->scale;
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whoosh->fuse = 10;
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whoosh->fuse = 10;
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whoosh->flags |= MF_NOCLIPHEIGHT;
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whoosh->flags |= MF_NOCLIPHEIGHT;
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whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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}
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}
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case MT_FLAMEAURA_ORB:
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case MT_FLAMEAURA_ORB:
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@ -6992,11 +6992,7 @@ static void P_MovePlayer(player_t *player)
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if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
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if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
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{
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{
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player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
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player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
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player->mo->momz = // would intentionally carry to post-endif line as multiple-assignment
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player->mo->momx = player->mo->momy = player->mo->momz = 0;
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#if 1 // almost imperceptible hop for the purposes of aligning with the aura for as long as possible
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-4*P_GetMobjGravity(player->mo);
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#endif
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player->mo->momx = player->mo->momy = 0;
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S_StartSound(player->mo, sfx_ngskid);
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S_StartSound(player->mo, sfx_ngskid);
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}
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}
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else
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else
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