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Messed up the force shield stuff when implementing SH_MUSHROOM.
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1 changed files with 12 additions and 12 deletions
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@ -3368,12 +3368,6 @@ void A_ForceShield(mobj_t *actor)
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if (!(player->powers[pw_shield] & SH_FORCE))
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if (!(player->powers[pw_shield] & SH_FORCE))
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{
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{
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if (mariomode)
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{
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player->mo->movecount = player->powers[pw_shield];
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player->powers[pw_marioflashing] = MARIOFLASHINGTICS;
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}
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// Just in case.
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// Just in case.
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if (player->pflags & PF_SHIELDABILITY)
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if (player->pflags & PF_SHIELDABILITY)
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{
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{
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@ -3388,16 +3382,22 @@ void A_ForceShield(mobj_t *actor)
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G_GhostAddColor(GHC_NORMAL);
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G_GhostAddColor(GHC_NORMAL);
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}
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}
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player->powers[pw_shield] = SH_FORCE|(player->powers[pw_shield] & SH_STACK)|0x01;
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P_SpawnShieldOrb(player);
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S_StartSound(player->mo, actor->info->seesound);
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S_StartSound(player->mo, actor->info->seesound);
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}
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}
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else
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else if (mariomode)
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S_StartSound(player->mo, sfx_itemup);
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if ((player->powers[pw_shield] & SH_FORCE) && (player->powers[pw_shield] & SH_FORCEHP))
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return; // if you have a force shield with at least 2hp already, let's not go any further.
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if (mariomode)
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{
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{
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player->powers[pw_shield] = SH_FORCE|(player->powers[pw_shield] & SH_STACK)|0x01;
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player->mo->movecount = player->powers[pw_shield];
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if (mariomode)
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player->powers[pw_marioflashing] = MARIOFLASHINGTICS;
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S_StartSound(player->mo, sfx_itemup);
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}
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}
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player->powers[pw_shield] = SH_FORCE|(mariomode ? SH_MUSHROOM : player->powers[pw_shield] & SH_STACK)|0x01;
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P_SpawnShieldOrb(player);
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}
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}
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// Function: A_PityShield
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// Function: A_PityShield
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