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Merge branch 'easy-balance' into 'master'
Changes for different game speeds See merge request KartKrew/Kart!1039
This commit is contained in:
commit
0f303100d4
2 changed files with 32 additions and 9 deletions
14
src/g_game.c
14
src/g_game.c
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@ -2138,7 +2138,19 @@ void G_Ticker(boolean run)
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{
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{
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if (playeringame[i])
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if (playeringame[i])
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{
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{
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K_PlayerLoseLife(&players[i]);
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if (players[i].bot == true && grandprixinfo.gp == true && grandprixinfo.masterbots == false)
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{
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players[i].botvars.difficulty--;
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if (players[i].botvars.difficulty < 1)
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{
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players[i].botvars.difficulty = 1;
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}
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}
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else
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{
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K_PlayerLoseLife(&players[i]);
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}
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}
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}
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}
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}
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@ -1112,13 +1112,18 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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// Handles sliding down slopes, like if they were made of butter :)
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// Handles sliding down slopes, like if they were made of butter :)
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void P_ButteredSlope(mobj_t *mo)
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void P_ButteredSlope(mobj_t *mo)
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{
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{
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fixed_t thrust;
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const fixed_t gameSpeed = K_GetKartGameSpeedScalar(gamespeed);
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fixed_t thrust = 0;
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if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY))
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if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY))
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{
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return; // don't slide down slopes if you can't touch them or you're not affected by gravity
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return; // don't slide down slopes if you can't touch them or you're not affected by gravity
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}
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if (P_CanApplySlopePhysics(mo, mo->standingslope) == false)
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if (P_CanApplySlopePhysics(mo, mo->standingslope) == false)
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{
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return; // No physics, no butter.
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return; // No physics, no butter.
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}
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if (mo->player != NULL)
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if (mo->player != NULL)
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{
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{
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@ -1141,17 +1146,23 @@ void P_ButteredSlope(mobj_t *mo)
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thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 5 / 4 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
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thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 5 / 4 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
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if (mo->player) {
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if (mo->momx || mo->momy)
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{
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fixed_t mult = FRACUNIT;
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fixed_t mult = FRACUNIT;
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if (mo->momx || mo->momy) {
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angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
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angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
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if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
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if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
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angle ^= ANGLE_180;
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{
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angle ^= ANGLE_180;
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mult = FRACUNIT + (FRACUNIT + FINECOSINE(angle>>ANGLETOFINESHIFT))*4/3;
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}
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}
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// Make uphill easier to climb, and downhill even faster.
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mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
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// Make relative to game speed
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mult = FixedMul(mult, gameSpeed);
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mult = FRACUNIT + (FRACUNIT + mult)*4/3;
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thrust = FixedMul(thrust, mult);
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thrust = FixedMul(thrust, mult);
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}
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}
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