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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@@ -908,6 +908,17 @@ void Weapons::attack_move(Sim& sim, Attack& attack)
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float progress = attack.time / attack.duration;
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float range = attack.stats.range;
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// A mine, flail ball or grapple left out goes once its slot no longer holds the weapon that put it there (which
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// could no longer set it off, reel it in or let it go), a mine fizzling with a puff.
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bool isLeftOut = def.kind == ATTACK_MINE || def.kind == ATTACK_FLAIL || def.kind == ATTACK_HOOK;
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if (isLeftOut && !attack.isExplosion && fighter.weaponLoadout[attack.key] != attack.weapon)
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{
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attack.isDead = true;
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if (def.kind == ATTACK_MINE)
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sim.cues->attack_burst_spawn(SMOKE_BURST, attack.position, 0, attack);
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return;
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}
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switch (def.kind)
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{
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case ATTACK_SWING:
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