P_PlayerRingBurst: check player->curshield directly
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@ -2415,7 +2415,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
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return;
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// Have a shield? You get hit, but don't lose your rings!
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if (K_GetShieldFromItem(player->itemtype) != KSHIELD_NONE)
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if (player->curshield != KSHIELD_NONE)
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return;
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// 20 is the maximum number of rings that can be taken from you at once - half the span of your counter
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