Sliptide makes waterrun particles only show on the outside of your turn

This commit is contained in:
toaster 2025-08-28 19:41:03 +01:00
parent 73c381750a
commit 06390642ac

View file

@ -3401,58 +3401,64 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
// Left
// underlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
if (!mobj->player || mobj->player->aizdriftstrat <= 0)
{
// underlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// overlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// overlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
}
// Right
// Underlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
if (!mobj->player || mobj->player->aizdriftstrat >= 0)
{
// Underlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// Overlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
// Overlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX;
}
if (!S_SoundPlaying(mobj, sfx_s3kdbs))
{