Make STKM spawn below PRTO (less likely to get stuck), and implement PROP_DEADLY
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@ -390,17 +390,19 @@ void STKM_interact(float* playerp, int i, int x, int y)
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if ((r&0xFF)==PT_PLUT) //If on plut
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parts[i].life -= 1;
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if (ptypes[r&0xFF].properties&PROP_DEADLY)
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parts[i].life -= 1;
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if ((r&0xFF)==PT_PRTI && parts[i].type)
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{
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int nnx, count;
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int nnx, count=1;//gives rx=0, ry=1 in update_PRTO
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parts[r>>8].tmp = (int)((parts[r>>8].temp-73.15f)/100+1);
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if (parts[r>>8].tmp>=CHANNELS) parts[r>>8].tmp = CHANNELS-1;
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else if (parts[r>>8].tmp<0) parts[r>>8].tmp = 0;
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for (count=1; count<=8; count++)
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for (nnx=0; nnx<80; nnx++)
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if (!portalp[parts[r>>8].tmp][count-1][nnx].type)
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if (!portalp[parts[r>>8].tmp][count][nnx].type)
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{
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portalp[parts[r>>8].tmp][count-1][nnx] = parts[i];
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portalp[parts[r>>8].tmp][count][nnx] = parts[i];
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kill_part(i);
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playerp[27] = 1;//stop SPWN creating a new STKM while he is in portal
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}
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