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More generic name for P_ElementalFireTrail upon MI's request
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commit
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4 changed files with 7 additions and 7 deletions
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@ -777,14 +777,14 @@ static int lib_pBlackOw(lua_State *L)
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return 0;
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}
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static int lib_pElementalFireTrail(lua_State *L)
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static int lib_pElementalFire(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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boolean cropcircle = lua_optboolean(L, 2);
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NOHUD
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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P_ElementalFireTrail(player, cropcircle);
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P_ElementalFire(player, cropcircle);
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return 0;
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}
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@ -2038,7 +2038,7 @@ static luaL_Reg lib[] = {
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{"P_ResetScore",lib_pResetScore},
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{"P_DoJumpShield",lib_pDoJumpShield},
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{"P_BlackOw",lib_pBlackOw},
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{"P_ElementalFireTrail",lib_pElementalFireTrail},
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{"P_ElementalFire",lib_pElementalFire},
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{"P_DoPlayerExit",lib_pDoPlayerExit},
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{"P_InstaThrust",lib_pInstaThrust},
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{"P_ReturnThrustX",lib_pReturnThrustX},
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@ -151,7 +151,7 @@ boolean P_AutoPause(void);
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void P_DoJumpShield(player_t *player);
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void P_BlackOw(player_t *player);
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void P_ElementalFireTrail(player_t *player, boolean cropcircle);
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void P_ElementalFire(player_t *player, boolean cropcircle);
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void P_DoPityCheck(player_t *player);
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void P_PlayerThink(player_t *player);
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@ -2988,7 +2988,7 @@ static void P_PlayerZMovement(mobj_t *mo)
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else // create a fire pattern on the ground
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{
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S_StartSound(mo, sfx_s3k47);
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P_ElementalFireTrail(mo->player, true);
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P_ElementalFire(mo->player, true);
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}
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}
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mo->player->pflags &= ~(PF_THOKKED|PF_SHIELDABILITY);
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@ -6200,7 +6200,7 @@ void P_BlackOw(player_t *player)
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player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
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}
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void P_ElementalFireTrail(player_t *player, boolean cropcircle)
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void P_ElementalFire(player_t *player, boolean cropcircle)
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{
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fixed_t newx;
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fixed_t newy;
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@ -6812,7 +6812,7 @@ static void P_MovePlayer(player_t *player)
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL
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&& (player->pflags & PF_SPINNING) && player->speed > FixedMul(4<<FRACBITS, player->mo->scale) && onground && (leveltime & 1)
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&& !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
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P_ElementalFireTrail(player, false);
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P_ElementalFire(player, false);
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P_DoSpinDash(player, cmd);
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