Thrown Candy Guns shouldn't bounce.
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b0b4d6ed67
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2 changed files with 3 additions and 23 deletions
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@ -526,14 +526,7 @@ Class CandyGunProj : Actor
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+FORCERADIUSDMG;
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+FORCEXYBILLBOARD;
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+FOILINVUL;
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+BOUNCEONFLOORS;
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+BOUNCEONCEILINGS;
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+BOUNCEONWALLS;
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+CANBOUNCEWATER;
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+DONTBOUNCEONSKY;
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+USEBOUNCESTATE;
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BounceFactor 0.3;
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WallBounceFactor 0.3;
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+EXPLODEONWATER;
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}
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override void PostBeginPlay()
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{
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@ -592,16 +585,6 @@ Class CandyGunProj : Actor
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Spawn("CandyRing3",pos);
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if ( swwm_omnibust ) BusterWall.ProjectileBust(self,5000+900*special1,cvel);
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}
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void A_CheckBounce()
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{
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if ( (vel.length() > 4) && (vel.unit() dot cvel > .5) )
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{
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bHITOWNER = true;
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A_StartSound("explodium/mag");
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return;
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}
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ExplodeMissile();
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}
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States
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{
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Spawn:
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@ -612,9 +595,6 @@ Class CandyGunProj : Actor
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if ( vel.length() > 0. ) cvel = vel.unit();
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}
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Wait;
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Bounce:
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XZW1 A 0 A_CheckBounce();
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Goto Spawn;
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Death:
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TNT1 A 0 A_BlowUp();
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XEX3 AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLLMMMNNNOOOPPPQQQRRRSSS 1 Bright
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