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Making things more scale-friendly (but it's not perfect...)
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2 changed files with 1 additions and 2 deletions
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@ -6819,7 +6819,6 @@ void P_MobjThinker(mobj_t *mobj)
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whoosh->destscale = whoosh->scale<<1;
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whoosh->destscale = whoosh->scale<<1;
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whoosh->fuse = 10;
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whoosh->fuse = 10;
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whoosh->flags |= MF_NOCLIPHEIGHT;
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whoosh->flags |= MF_NOCLIPHEIGHT;
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whoosh->height = 42*FRACUNIT;
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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}
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}
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case MT_FLAMEAURA_ORB:
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case MT_FLAMEAURA_ORB:
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@ -6994,7 +6994,7 @@ static void P_MovePlayer(player_t *player)
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{
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{
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player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
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player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
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#if 1 // almost imperceptible hop for the purposes of aligning with the aura for as long as possible
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#if 1 // almost imperceptible hop for the purposes of aligning with the aura for as long as possible
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P_SetObjectMomZ(player->mo, -4*P_GetMobjGravity(player->mo), false);
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P_SetObjectMomZ(player->mo, FixedDiv(-4*P_GetMobjGravity(player->mo), player->mo->scale), false);
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#else
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#else
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player->mo->momz = // intentionally carries to post-endif line as multiple-assignment
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player->mo->momz = // intentionally carries to post-endif line as multiple-assignment
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#endif
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#endif
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