Reset homing_object_dist along with d_homer_tick_step instead of every frame to make sure lock indicator is visible in frames where homers wait for a new chance to turn; Also moved call of calc_d_tick() to calc_frame_time() - shouldn't be nested in calc_d_homer_tick()
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@ -435,6 +435,8 @@ void calc_frame_time()
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FrameTime = (last_frametime==0?1:last_frametime); //...then use time from last frame
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GameTime64 += FrameTime;
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calc_d_tick();
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calc_d_homer_tick();
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}
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@ -1379,8 +1381,6 @@ void GameProcessFrame(void)
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else
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{ // Note the link to above!
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get_local_player().homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
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object_move_all();
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powerup_grab_cheat_all();
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@ -1199,9 +1199,10 @@ void calc_d_homer_tick()
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// Don't let slowdowns have a lasting impact; allow you to build up at most 3 frames worth
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if (t > HOMING_TURN_TIME*3)
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t = HOMING_TURN_TIME*3;
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get_local_player().homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this. Let's do this here since the homers do not track every frame, we may not want to reset this ever frame.
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}
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timer = t;
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calc_d_tick();
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}
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// ------------------------------------------------------------------------------------------------------------
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