Merge branch 'next' into rridport

This commit is contained in:
NepDisk 2026-03-30 19:42:49 -04:00
commit de9197e73f
2 changed files with 25 additions and 0 deletions

View file

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

View file

@ -11857,10 +11857,14 @@ void K_KartAttractHomingAttack(player_t *player)
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_KLIT1);
mo->renderflags |= RF_ADD|RF_FULLBRIGHT|RF_TRANS50;
mo->color = SKINCOLOR_YELLOW;
mo->colorized = true;
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
P_SetMobjState(mo, S_KSPARK1);
mo->renderflags |= RF_ADD|RF_FULLBRIGHT|RF_TRANS30;
mo->color = SKINCOLOR_YELLOW;
mo->colorized = true;
P_SpawnGhostMobj(player->mo);