Shared tomatoes, P1 sandbox spawns, and weapons left out
- Tomato splats are kept in the match, so everyone sees everyone's (others' arrive in replays, which play no effects), each splatting with juice and a sound once. - The sandbox's first player (solo or hosting) spawns on the arena's P1 mark. - A thrown flail ball or grapple stays out when switching weapons, and another weapon fires while a grapple hangs on. Mines, flail balls and grapples go once their slot no longer holds the weapon that put them out (mines fizzling). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -397,7 +397,7 @@ void Fighter::rope_update(Attack& hook)
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// The controls' slot picks a weapon slot, wrapping around, and the level buttons level the weapon copy in it. The
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// weapon switched away from becomes the off-hand weapon for Dual Wield (a copy of the same weapon counts when weapons
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// stack), and a thrown flail ball is dropped.
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// stack). A thrown flail ball or grapple out stays out.
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void Fighter::slot_update(Sim& sim)
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{
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int previous = slot;
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@@ -408,10 +408,7 @@ void Fighter::slot_update(Sim& sim)
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if (slot != previous)
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sim.cues->sound_play(SOUND_SELECT);
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if (slot != previous && weaponLoadout[previous] >= 0 && weapon_key(previous) != weapon_key(slot))
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{
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slotSwitches[previous] = ++switches;
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sim.weapons.attacks_release(*this, ATTACK_FLAIL);
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}
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int step = (int)is_pressed(CONTROL_LEVEL_UP) - (int)is_pressed(CONTROL_LEVEL_DOWN);
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if (step != 0 && held >= 0 && sim.match.state == MATCH_PRACTICE)
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@@ -605,7 +602,8 @@ void Fighter::charge_update(Sim& sim)
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if (is_released(CONTROL_ATTACK))
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sim.weapons.wisps_release(*this);
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if (hook && (isLeftPressed || isRightPressed))
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// A latched grapple lets go when clicked with the grapple in hand; another weapon fires as it hangs on.
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if (hook && hook->key == weapon_key(slot) && (isLeftPressed || isRightPressed))
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{
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sim.weapons.attacks_release(*this, ATTACK_HOOK);
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isFireBlocked = isLeftPressed;
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