Tails ringslinger buff.
Any character with CA_FLY will now throw rings 1.5x as fast.
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7118925959
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12
src/p_mobj.c
12
src/p_mobj.c
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@ -9534,7 +9534,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
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{
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{
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mobj_t *th;
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mobj_t *th;
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angle_t an;
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angle_t an;
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fixed_t x, y, z, slope = 0;
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fixed_t x, y, z, slope = 0, speed;
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// angle at which you fire, is player angle
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// angle at which you fire, is player angle
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an = angle;
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an = angle;
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@ -9566,9 +9566,13 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
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P_SetTarget(&th->target, source);
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P_SetTarget(&th->target, source);
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speed = th->info->speed;
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if (source->player && source->player->charability == CA_FLY)
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speed = FixedMul(speed, 3*FRACUNIT/2);
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th->angle = an;
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th->angle = an;
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th->momx = FixedMul(th->info->speed, FINECOSINE(an>>ANGLETOFINESHIFT));
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th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
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th->momy = FixedMul(th->info->speed, FINESINE(an>>ANGLETOFINESHIFT));
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th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));
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if (allowaim)
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if (allowaim)
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{
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{
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@ -9576,7 +9580,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
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th->momy = FixedMul(th->momy,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT));
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th->momy = FixedMul(th->momy,FINECOSINE(source->player->aiming>>ANGLETOFINESHIFT));
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}
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}
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th->momz = FixedMul(th->info->speed, slope);
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th->momz = FixedMul(speed, slope);
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//scaling done here so it doesn't clutter up the code above
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//scaling done here so it doesn't clutter up the code above
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th->momx = FixedMul(th->momx, th->scale);
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th->momx = FixedMul(th->momx, th->scale);
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