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Transform FlingRing instead of spawning new Ring
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4018a7fa0f
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1 changed files with 4 additions and 3 deletions
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@ -4865,7 +4865,7 @@ void A_AttractChase(mobj_t *actor)
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else
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actor->flags2 &= ~MF2_DONTDRAW;
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// Turn flingrings back into regular rings if attracted.
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// Turn rings into flingrings if shield is lost or out of range
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if (actor->tracer && actor->tracer->player
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&& !(actor->tracer->player->powers[pw_shield] & SH_PROTECTELECTRIC) && actor->info->reactiontime && actor->type != (mobjtype_t)actor->info->reactiontime)
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{
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@ -4897,8 +4897,9 @@ void A_AttractChase(mobj_t *actor)
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// If a FlingRing gets attracted by a shield, change it into a normal ring.
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if (actor->type == (mobjtype_t)actor->info->reactiontime)
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{
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P_SpawnMobj(actor->x, actor->y, actor->z, actor->info->painchance);
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P_RemoveMobj(actor);
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actor->type = mobjinfo[actor->type].painchance; // Become the regular version of the fling object.
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actor->flags = mobjinfo[actor->type].flags; // Reset actor flags.
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P_SetMobjState(actor, actor->info->spawnstate); // Go to regular object's spawn state.
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return;
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}
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