I'm an idiot and keep forgetting to hit trim trailing space.
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@ -8542,7 +8542,7 @@ void A_MayonakaArrow(mobj_t *actor)
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_MayonakaArrow", (actor)))
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if (LUA_CallAction("A_MayonakaArrow", (actor)))
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return;
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return;
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#endif
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#endif
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iswarning = actor->spawnpoint->options & MTF_OBJECTSPECIAL; // is our object a warning sign?
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iswarning = actor->spawnpoint->options & MTF_OBJECTSPECIAL; // is our object a warning sign?
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// "animtimer" is replaced by "extravalue1" here.
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// "animtimer" is replaced by "extravalue1" here.
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@ -8553,14 +8553,14 @@ void A_MayonakaArrow(mobj_t *actor)
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flip = 6;
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flip = 6;
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actor->frame = flip + actor->extravalue2*3;
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actor->frame = flip + actor->extravalue2*3;
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if (actor->extravalue1 >= TICRATE*7/2)
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if (actor->extravalue1 >= TICRATE*7/2)
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{
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{
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actor->extravalue1 = 0; // reset to 0 and start a new cycle.
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actor->extravalue1 = 0; // reset to 0 and start a new cycle.
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// special behavior for warning sign; swap from warning to sneaker & reverse
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// special behavior for warning sign; swap from warning to sneaker & reverse
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if (iswarning)
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if (iswarning)
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actor->extravalue2 = (actor->extravalue2) ? (0) : (1);
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actor->extravalue2 = (actor->extravalue2) ? (0) : (1);
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}
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}
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else if (actor->extravalue1 > TICRATE*7/2 -4)
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else if (actor->extravalue1 > TICRATE*7/2 -4)
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actor->frame = flip+2;
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actor->frame = flip+2;
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else if (actor->extravalue1 > TICRATE*3 && leveltime%2 > 0)
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else if (actor->extravalue1 > TICRATE*3 && leveltime%2 > 0)
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