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Fixed the Force stop's scaling properly. Woo! Branch is basically done now.
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@ -6396,6 +6396,7 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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thing->eflags = (thing->eflags & ~MFE_VERTICALFLIP)|(thing->target->eflags & MFE_VERTICALFLIP);
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P_SetScale(thing, FixedMul(thing->target->scale, thing->target->player->shieldscale));
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thing->destscale = thing->scale;
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P_UnsetThingPosition(thing);
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thing->x = thing->target->x;
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thing->y = thing->target->y;
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@ -6817,6 +6818,8 @@ void P_MobjThinker(mobj_t *mobj)
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mobj_t *whoosh = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_GHOST); // done here so the offset is correct
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P_SetMobjState(whoosh, mobj->info->raisestate);
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whoosh->destscale = whoosh->scale<<1;
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whoosh->scalespeed = FixedMul(whoosh->scalespeed, whoosh->scale);
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whoosh->height = 38*whoosh->scale;
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whoosh->fuse = 10;
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whoosh->flags |= MF_NOCLIPHEIGHT;
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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