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Use disk segments for Orbs of Vaulting & Phasing.
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@ -253,7 +253,7 @@ hpcshape
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shTriheptaSpecial[14],
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shCross, shGiantStar[2], shLake, shMirror,
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shHalfFloor[6], shHalfMirror[3],
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shGem[2], shStar, shFlash, shDisk, shHalfDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shEccentricDisk,
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shGem[2], shStar, shFlash, shDisk, shHalfDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shEccentricDisk, shDiskSegment,
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shTinyBird, shTinyShark,
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shEgg, shSmallEgg,
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shRing, shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing,
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@ -1131,15 +1131,18 @@ EX bool drawItemType(eItem it, cell *c, const shiftmatrix& V, color_t icol, int
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(it == itOrbPurity) ? &cgi.shSmallEgg :
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(it == itOrbLightning) ? &cgi.shLightningBolt :
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(it == itOrbTime) ? &cgi.shHourglass :
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(it == itOrbIllusion || it == itOrbInvis) ? &cgi.shHumanoid :
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(it == itOrbIllusion || it == itOrbInvis || it == itOrbTeleport) ? &cgi.shHumanoid :
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(it == itOrbPhasing || it == itOrbDash) ? &cgi.shDiskSegment :
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NULL;
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queuepolyat(Vit, cgi.shDisk, dark, prio);
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if (shape)
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queuepolyat(Vit, *shape, (it == itOrbInvis) ? 0x20 : 0x80, prio);
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queuepolyat(Vit, *shape, (it == itOrbInvis || it == itOrbTeleport) ? 0x20 : 0x80, prio);
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if (it == itOrbSide1 || shape == &cgi.shEccentricDisk)
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queuepolyat(Vit*Mirror, *shape, 0x80, prio);
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if (it == itOrbEnergy)
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queuepolyat(Vit*Mirror, *shape, col, prio);
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if (it == itOrbPhasing || it == itOrbDash)
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queuepolyat(Vit*Mirror, *shape, col, prio);
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if (it == itOrbIntensity || it == itOrbImpact)
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queuepolyat(Vit, cgi.shDiskM, 0x80, prio);
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if (it == itOrbHorns) {
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@ -589,6 +589,10 @@ void geometry_information::procedural_shapes() {
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for(int i=0; i<=S84/2; i+=SD3)
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hpcpush(ddi(i, orbsize * .2) * C0);
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bshape(shDiskSegment, PPR::ITEM);
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for(int i=0; i<=S84/2.5; i+=SD3)
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hpcpush(ddi(i, orbsize * .2) * C0);
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bshape(shMoonDisk, PPR::ITEM);
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for(int i=0; i<=S84; i+=SD3)
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if(i <= S84 * 2 / 3)
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