Revert "Fix Bubble Shield duplicate collisions"
This doesn't really apply to us since we don't have hitlag and it causes problems.
This reverts commit b048467aa2.
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bdbfeaf1ac
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2 changed files with 1 additions and 14 deletions
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@ -717,17 +717,6 @@ void K_ThunderShieldAttack(mobj_t *actor, fixed_t size)
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boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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{
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if (t1->type == MT_PLAYER)
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{
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// Bubble Shield already has a hitbox, and it gets
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// teleported every tic so the Bubble itself will
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// always make contact with other objects.
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//
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// Therefore, we don't need a second, smaller hitbox
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// on the player.
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return true;
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}
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if (t2->type == MT_PLAYER)
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{
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// Counter desyncs
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@ -745,7 +734,7 @@ boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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return true;
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// Player Damage
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P_DamageMobj(t2, t1->target, t1, 1, DMG_NORMAL);
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P_DamageMobj(t2, ((t1->type == MT_BUBBLESHIELD) ? t1->target : t1), t1, 1, DMG_NORMAL);
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if (t1->target->player)
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{
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@ -7410,9 +7410,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->extravalue2 = mobj->target->player->bubbleblowup;
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P_SetScale(mobj, (mobj->destscale = scale));
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mobj->flags &= ~(MF_NOCLIPTHING);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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mobj->flags |= MF_NOCLIPTHING;
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break;
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}
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case MT_FLAMESHIELD:
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