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Change A_BombShield to add P_BlackOw.
Now when you obtain an Armageddon Shield, and you already HAVE one, the first one explodes _while_ applying the second.
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1 changed files with 6 additions and 5 deletions
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@ -3200,12 +3200,13 @@ void A_BombShield(mobj_t *actor)
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player = actor->target->player;
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if ((player->powers[pw_shield] & SH_NOSTACK) != SH_BOMB)
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{
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player->powers[pw_shield] = SH_BOMB|(player->powers[pw_shield] & SH_STACK);
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P_SpawnShieldOrb(player);
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}
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// If you already have a bomb shield, use it!
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB)
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P_BlackOw(player);
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// Now we know for certain that we don't have a bomb shield, so add one. :3
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player->powers[pw_shield] = SH_BOMB|(player->powers[pw_shield] & SH_STACK);
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P_SpawnShieldOrb(player);
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S_StartSound(player->mo, actor->info->seesound);
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}
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