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actually,
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2 changed files with 6 additions and 4 deletions
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@ -822,11 +822,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
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{SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT
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{SPR_PLAY, SPR2_NSTN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_STUN}, // S_PLAY_NIGHTS_STUN
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#ifndef ROTSPRITE
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{SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
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#else
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{SPR_PLAY, SPR2_NPUL, 1, {A_RollAngle}, 30, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
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#endif
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{SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK
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// NiGHTS Player, flying and drilling
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@ -6748,6 +6748,12 @@ static void P_DoNiGHTSCapsule(player_t *player)
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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}
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#ifdef ROTSPRITE
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if ((player->mo->state == &states[S_PLAY_NIGHTS_PULL])
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&& (player->mo->sprite2 == SPR2_NGT0))
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player->mo->rollangle += ANG30;
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#endif
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if (G_IsSpecialStage(gamemap))
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{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
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for (i = 0; i < MAXPLAYERS; i++)
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