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ninja tweaks :D
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@ -628,6 +628,7 @@ static void render_powerup(obj_powerup *prev, obj_powerup *current)
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{
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gfx_texture_set(data->images[IMAGE_WEAPONS].id);
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gfx_quads_begin();
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vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
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float angle = 0.0f;
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float size = 64.0f;
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if (current->type == POWERUP_WEAPON)
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@ -646,11 +647,19 @@ static void render_powerup(obj_powerup *prev, obj_powerup *current)
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SPRITE_POWERUP_TIMEFIELD
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};
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select_sprite(c[current->type]);
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if(c[current->type] == SPRITE_POWERUP_NINJA)
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{
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proj_particles.addparticle(0, 0,
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pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f),
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vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f));
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size *= 2.0f;
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pos.x += 10.0f;
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}
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}
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gfx_quads_setrotation(angle);
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vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
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float offset = pos.y/32.0f + pos.x/32.0f;
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pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
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pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
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