Re-order P_RemoveShield's first/second layer shield code
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@ -2920,7 +2920,17 @@ void P_RemoveShield(player_t *player)
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else
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else
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player->powers[pw_shield] &= SH_STACK;
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player->powers[pw_shield] &= SH_STACK;
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}
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}
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else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_NONE)
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else if (player->powers[pw_shield] & SH_NOSTACK)
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{ // First layer shields
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if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
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{
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P_BlackOw(player); // BAM!
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player->pflags |= PF_JUMPDOWN;
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}
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else
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player->powers[pw_shield] &= SH_STACK;
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}
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else
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{ // Second layer shields
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{ // Second layer shields
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if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
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if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->powers[pw_super] || (mariomode && player->powers[pw_invulnerability])))
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{
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{
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@ -2929,13 +2939,6 @@ void P_RemoveShield(player_t *player)
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}
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}
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player->powers[pw_shield] = SH_NONE;
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player->powers[pw_shield] = SH_NONE;
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}
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}
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else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON) // Give them what's coming to them!
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{
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P_BlackOw(player); // BAM!
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player->pflags |= PF_JUMPDOWN;
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}
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else
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player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
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}
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}
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static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
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static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
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