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As I wanted MI to do but he was too exhausted at the time from hardcoding, make the Fang bullet knockback less hardcoded and instead give it MF2_SUPERFIRE.
# Conflicts: # src/p_mobj.c
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2 changed files with 5 additions and 6 deletions
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@ -3464,14 +3464,10 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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return true;
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return true;
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}
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}
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}
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}
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else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] // ignore bouncing & such in invulnerability
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else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super]) // ignore bouncing & such in invulnerability
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|| player->powers[pw_super])
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{
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{
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if (force
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if (force
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|| (player->powers[pw_super]
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|| (inflictor && inflictor->flags & MF_MISSILE && inflictor->flags2 & MF2_SUPERFIRE)) // Super Sonic is stunned!
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&& inflictor && inflictor->flags & MF_MISSILE && inflictor->flags2 & MF2_SUPERFIRE) // Super Sonic is stunned!
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|| (player->powers[pw_flashing]
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&& source && source->type == MT_FANG && inflictor && inflictor->type == MT_CORK)) // Fang's cork bullets knock you back even when flashing
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{
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{
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
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if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
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@ -9329,6 +9329,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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if (nummaprings >= 0)
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if (nummaprings >= 0)
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nummaprings++;
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nummaprings++;
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break;
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break;
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case MT_CORK:
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mobj->flags2 |= MF2_SUPERFIRE;
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break;
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case MT_FBOMB:
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case MT_FBOMB:
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mobj->flags2 |= MF2_EXPLOSION;
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mobj->flags2 |= MF2_EXPLOSION;
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break;
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break;
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