Rebalance bubble shield
* Removes its ability to damage players * Removes its ability to be dropped as a trap item This makes it more of a "pure defense" item that's reliant on player timing
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0884ad576c
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9eb18ba6d8
2 changed files with 5 additions and 21 deletions
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@ -582,18 +582,7 @@ boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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{
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if (t2->type == MT_PLAYER)
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{
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if (P_PlayerInPain(t2->player)
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|| t2->player->flashing || t2->player->hyudorotimer
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|| t2->player->justbumped || t2->scale > t1->scale + (mapobjectscale/8))
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return true;
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// Player Damage
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if (K_KartBouncing(t2, t1->target, false, true))
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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K_BubbleShieldCollideDrain(t1->target->player, t1);
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S_StartSound(t2, sfx_s3k44);
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}
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// Ignore players.
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return true;
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}
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13
src/k_kart.c
13
src/k_kart.c
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@ -11581,18 +11581,13 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if (player->bubbleblowup > bubbletime*2)
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{
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player->itemamount--;
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K_ThrowKartItem(player, (player->throwdir > 0), MT_BUBBLESHIELDTRAP, -1, 0);
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K_PlayAttackTaunt(player->mo);
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player->bubbleblowup = 0;
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player->bubblecool = 0;
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player->bubblepop = 0;
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player->itemflags &= ~IF_HOLDREADY;
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player->botvars.itemconfirm = 0;
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}
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// Jump straight to deflating the bubble.
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goto bubbledeflate;
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}z
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}
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else
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{
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bubbledeflate:
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if (player->bubbleblowup > bubbletime)
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player->bubbleblowup = bubbletime;
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