OK turns out my hunches were just totally wrong. THIS makes sliptiding really accurate to v1, and we ended up not liking handling stacking

This commit is contained in:
Sally Coolatta 2020-07-31 01:18:45 -04:00
parent 903f118aac
commit 092db17f84

View file

@ -2073,6 +2073,10 @@ static void K_GetKartBoostPower(player_t *player)
const fixed_t metabolism = FRACUNIT - ((9-player->kartweight) * maxmetabolismincrease / 8);
#endif // METABOLISM
// v2 almost broke sliptiding when it fixed turning bugs!
// This value is fine-tuned to feel like v1 again without reverting any of those changes.
const fixed_t sliptidehandling = 7*FRACUNIT/10;
fixed_t boostpower = FRACUNIT;
fixed_t speedboost = 0, accelboost = 0, handleboost = 0;
UINT8 numboosts = 0;
@ -2096,7 +2100,7 @@ static void K_GetKartBoostPower(player_t *player)
numboosts++; \
speedboost += FixedDiv(s, FRACUNIT + (metabolism * (numboosts-1))); \
accelboost += FixedDiv(a, FRACUNIT + (metabolism * (numboosts-1))); \
handleboost += FixedDiv(h, FRACUNIT + (metabolism * (numboosts-1))); \
handleboost = max(h, handleboost); \
}
#else
@ -2105,7 +2109,7 @@ static void K_GetKartBoostPower(player_t *player)
numboosts++; \
speedboost += s / numboosts; \
accelboost += a / numboosts; \
handleboost += h / numboosts; \
handleboost = max(h, handleboost); \
}
#endif // METABOLISM
@ -2115,24 +2119,28 @@ static void K_GetKartBoostPower(player_t *player)
UINT8 i;
for (i = 0; i < player->kartstuff[k_numsneakers]; i++)
{
ADDBOOST(FRACUNIT/2, 8*FRACUNIT, FRACUNIT/4); // + 50% top speed, + 800% acceleration, +25% handling
ADDBOOST(FRACUNIT/2, 8*FRACUNIT, sliptidehandling); // + 50% top speed, + 800% acceleration, +70% handling
}
}
if (player->kartstuff[k_invincibilitytimer]) // Invincibility
{
ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT, FRACUNIT/4); // + 37.5% top speed, + 300% acceleration, +25% handling
ADDBOOST(3*FRACUNIT/8, 3*FRACUNIT, sliptidehandling/3); // + 37.5% top speed, + 300% acceleration, +23% handling
}
if (player->kartstuff[k_growshrinktimer] > 0) // Grow
{
ADDBOOST(0, 0, FRACUNIT/4); // + 0% top speed, + 0% acceleration, +25% handling
ADDBOOST(0, 0, sliptidehandling/3); // + 0% top speed, + 0% acceleration, +23% handling
}
if (player->kartstuff[k_flamedash]) // Flame Shield dash
{
fixed_t dash = K_FlameShieldDashVar(player->kartstuff[k_flamedash]);
ADDBOOST(dash, 3*FRACUNIT, FixedDiv(dash, FRACUNIT/2) / 4); // + infinite top speed, + 300% acceleration, + infinite handling
ADDBOOST(
dash, // + infinite top speed
3*FRACUNIT, // + 300% acceleration
FixedMul(FixedDiv(dash, FRACUNIT/2), sliptidehandling) // + infinite handling; when going at the same speed as Sneaker, you get the same handling boost as it
);
}
if (player->kartstuff[k_spindashboost]) // Spindash boost