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More consistent momentum handling for "groundpounding" shield abilities (elemental, bubble) in THZ goop.
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1 changed files with 2 additions and 2 deletions
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@ -3314,7 +3314,7 @@ void P_MobjCheckWater(mobj_t *mobj)
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ffloor_t *rover;
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player_t *p = mobj->player; // Will just be null if not a player.
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fixed_t height = (p ? P_GetPlayerHeight(p) : mobj->height); // for players, calculation height does not necessarily match actual height for gameplay reasons (spin, etc)
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boolean wasgroundpounding = (p && (mobj->eflags & MFE_GOOWATER) && ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY));
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boolean wasgroundpounding = (p && ((p->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (p->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (p->pflags & PF_SHIELDABILITY));
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// Default if no water exists.
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mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT;
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@ -3414,7 +3414,7 @@ void P_MobjCheckWater(mobj_t *mobj)
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p->powers[pw_underwater] = underwatertics + 1;
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}
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if (wasgroundpounding)
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if ((wasgroundpounding = ((mobj->eflags & MFE_GOOWATER) && wasgroundpounding)))
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{
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p->pflags &= ~PF_SHIELDABILITY;
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mobj->momz >>= 1;
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