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* Fix Minus being intangible after launch.
* Implement MS's temp bodge-fix for the TNT getting stuck on the player.
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2 changed files with 0 additions and 24 deletions
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@ -5359,11 +5359,6 @@ static boolean PIT_MinusCarry(mobj_t *thing)
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return true;
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P_SetTarget(&minus->tracer, thing);
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if (thing->flags & MF_PUSHABLE)
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{
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minus->flags2 |= MF2_STRONGBOX;
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thing->flags &= ~MF_PUSHABLE;
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}
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return true;
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}
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@ -5452,14 +5447,7 @@ void A_MinusDigging(mobj_t *actor)
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if (P_TryMove(actor->tracer, actor->x, actor->y, false))
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actor->tracer->z = mz;
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else
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{
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if (actor->flags2 & MF2_STRONGBOX)
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{
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actor->flags2 &= ~MF2_STRONGBOX;
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actor->tracer->flags |= MF_PUSHABLE;
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}
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P_SetTarget(&actor->tracer, NULL);
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}
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}
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}
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@ -2681,18 +2681,6 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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P_KillMobj(target->target, target, source, 0);
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break;
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case MT_MINUS:
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if (target->tracer)
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{
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if (target->flags2 & MF2_STRONGBOX)
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{
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target->flags2 &= ~MF2_STRONGBOX;
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target->tracer->flags |= MF_PUSHABLE;
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}
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P_SetTarget(&target->tracer, NULL);
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}
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break;
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case MT_PLAYER:
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{
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target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
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