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

@ -3401,6 +3401,8 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius); y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
// Left // Left
if (!mobj->player || mobj->player->aizdriftstrat <= 0)
{
// underlay // underlay
water = P_SpawnMobj(x1, y1, water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY); ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
@ -3426,8 +3428,11 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
P_SetMobjState(water, curOverlayFrame); P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj); P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX; water->renderflags |= RF_REDUCEVFX;
}
// Right // Right
if (!mobj->player || mobj->player->aizdriftstrat >= 0)
{
// Underlay // Underlay
water = P_SpawnMobj(x2, y2, water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY); ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
@ -3453,6 +3458,7 @@ void K_SpawnWaterRunParticles(mobj_t *mobj)
P_SetMobjState(water, curOverlayFrame); P_SetMobjState(water, curOverlayFrame);
P_SetTarget(&water->owner, mobj); P_SetTarget(&water->owner, mobj);
water->renderflags |= RF_REDUCEVFX; water->renderflags |= RF_REDUCEVFX;
}
if (!S_SoundPlaying(mobj, sfx_s3kdbs)) if (!S_SoundPlaying(mobj, sfx_s3kdbs))
{ {