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* Make the Egg Capsule only explode for one second, but have the number of explosions (and flickies) multiplied 1.5 times.
* If the player is spindashing when the level is exited, they will un-spindash. (Currently you get stuck in charging)
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3 changed files with 9 additions and 4 deletions
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@ -2741,7 +2741,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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case MT_EGGTRAP:
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// Time for birdies! Yaaaaaaaay!
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target->fuse = TICRATE*2;
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target->fuse = TICRATE;
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break;
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case MT_MINECART:
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@ -8227,7 +8227,7 @@ void P_MobjThinker(mobj_t *mobj)
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mobj->flags2 ^= MF2_DONTDRAW;
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break;
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case MT_EGGTRAP: // Egg Capsule animal release
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if (mobj->fuse > 0 && mobj->fuse < 2*TICRATE-(TICRATE/7))
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if (mobj->fuse > 0)// && mobj->fuse < TICRATE-(TICRATE/7))
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{
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INT32 i;
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fixed_t x,y,z;
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@ -8236,9 +8236,9 @@ void P_MobjThinker(mobj_t *mobj)
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mobj_t *flicky;
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z = mobj->subsector->sector->floorheight + FRACUNIT + (P_RandomKey(64)<<FRACBITS);
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for (i = 0; i < 2; i++)
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for (i = 0; i < 3; i++)
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{
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const angle_t fa = (P_RandomByte()*FINEANGLES/16) & FINEMASK;
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const angle_t fa = P_RandomKey(FINEANGLES) & FINEMASK;
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ns = 64 * FRACUNIT;
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x = mobj->x + FixedMul(FINESINE(fa),ns);
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y = mobj->y + FixedMul(FINECOSINE(fa),ns);
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@ -2158,6 +2158,11 @@ void P_DoPlayerExit(player_t *player)
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player->pflags |= P_GetJumpFlags(player);
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P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
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}
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else if (player->pflags & PF_STARTDASH)
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{
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player->pflags &= ~PF_STARTDASH;
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P_SetPlayerMobjState(player->mo, S_PLAY_STND);
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}
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player->powers[pw_underwater] = 0;
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player->powers[pw_spacetime] = 0;
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P_RestoreMusic(player);
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