c'est maintenant jaune
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2 changed files with 25 additions and 0 deletions
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@ -1921,12 +1921,16 @@ void K_DoAttractionShield(player_t *player, boolean hipower)
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P_SetMobjState(mo, S_LZIO11);
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mo->color = SKINCOLOR_TEAL;
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mo->scale = player->mo->scale*3 + (player->mo->scale/2);
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mo->color = SKINCOLOR_YELLOW;
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mo->colorized = true;
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_LZIO21);
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mo->color = SKINCOLOR_CYAN;
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mo->scale = player->mo->scale*3 + (player->mo->scale/2);
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mo->color = SKINCOLOR_YELLOW;
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mo->colorized = true;
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// spawn the radius thing:
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an = ANGLE_22h;
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@ -1940,6 +1944,8 @@ void K_DoAttractionShield(player_t *player, boolean hipower)
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mo->scale = player->mo->scale*3;
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_KSPARK1);
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mo->color = SKINCOLOR_YELLOW;
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mo->colorized = true;
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}
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}
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@ -2482,6 +2488,19 @@ void K_PlayerItemThink(player_t *player, boolean onground)
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);
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}
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// stolen from machine water breathing
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if (P_RandomChance(FRACUNIT/5))
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{
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fixed_t r = player->mo->radius>>FRACBITS;
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fixed_t x = player->mo->x + (P_RandomRange(r, -r)<<FRACBITS);
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fixed_t y = player->mo->y + (P_RandomRange(r, -r)<<FRACBITS);
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fixed_t z = player->mo->z + (P_RandomKey(player->mo->height>>FRACBITS)<<FRACBITS);
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mobj_t *spark = P_SpawnMobj(x, y, z, MT_WATERZAP);
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S_StartSound(spark, sfx_beelec);
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spark->color = SKINCOLOR_YELLOW;
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spark->colorized = true;
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}
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if (player->attractioncharge % 8 == 0)
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{
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mobj_t *mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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@ -2489,6 +2508,8 @@ void K_PlayerItemThink(player_t *player, boolean onground)
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mo->fuse = P_RandomRange(20, 50);
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P_SetScale(mo, effectscale);
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mo->destscale = mo->scale/2;
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mo->color = SKINCOLOR_YELLOW;
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mo->colorized = true;
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_KLIT1);
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@ -11857,10 +11857,14 @@ void K_KartAttractHomingAttack(player_t *player)
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P_SetTarget(&mo->target, player->mo);
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P_SetMobjState(mo, S_KLIT1);
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mo->renderflags |= RF_ADD|RF_FULLBRIGHT|RF_TRANS50;
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mo->color = SKINCOLOR_YELLOW;
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mo->colorized = true;
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mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
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P_SetMobjState(mo, S_KSPARK1);
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mo->renderflags |= RF_ADD|RF_FULLBRIGHT|RF_TRANS30;
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mo->color = SKINCOLOR_YELLOW;
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mo->colorized = true;
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P_SpawnGhostMobj(player->mo);
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