Merge branch 'demeteor-spikes' into 'master'

De-meteor Spikes

See merge request kart-krew-dev/ring-racers-internal!2714
This commit is contained in:
Oni VelocitOni 2025-08-02 05:06:35 +00:00
commit 14940276b8
4 changed files with 52 additions and 22 deletions

View file

@ -5016,7 +5016,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
14*FRACUNIT, // height 14*FRACUNIT, // height
0, // display offset 0, // display offset
4, // mass 4, // mass
0, // damage 45*FRACUNIT, // damage
sfx_None, // activesound sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_PAPERCOLLISION|MF_NOHITLAGFORME|MF_DONTENCOREMAP, // flags MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPHEIGHT|MF_PAPERCOLLISION|MF_NOHITLAGFORME|MF_DONTENCOREMAP, // flags
S_NULL // raisestate S_NULL // raisestate

View file

@ -1225,6 +1225,20 @@ boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj)
return false; return false;
} }
if (solidMobj->type == MT_WALLSPIKE)
{
// Always thrust out towards the tip
// (...don't try to roll our own bad calculations,
// just make this behave like a wallspring...)
P_DoSpringEx(bounceMobj, mapobjectscale, 0, solidMobj->info->damage,
solidMobj->angle, SKINCOLOR_NONE);
K_PlayerJustBumped(bounceMobj->player);
return true;
}
// Adds the OTHER object's momentum times a bunch, for the best chance of getting the correct direction // Adds the OTHER object's momentum times a bunch, for the best chance of getting the correct direction
{ {
distx = (bounceMobj->x + solidMobj->momx) - (solidMobj->x + bounceMobj->momx); distx = (bounceMobj->x + solidMobj->momx) - (solidMobj->x + bounceMobj->momx);
@ -1252,16 +1266,6 @@ boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj)
normalisedx = FixedDiv(distx, dist); normalisedx = FixedDiv(distx, dist);
normalisedy = FixedDiv(disty, dist); normalisedy = FixedDiv(disty, dist);
if (solidMobj->type == MT_WALLSPIKE)
{
fixed_t co = FCOS(solidMobj->angle);
fixed_t si = FSIN(solidMobj->angle);
// Always thrust out toward the tip
normalisedx = FixedMul(normalisedx, abs(si)) - co;
normalisedy = FixedMul(normalisedy, abs(co)) - si;
}
bounceSpeed = FixedHypot(bounceMobj->momx, bounceMobj->momy); bounceSpeed = FixedHypot(bounceMobj->momx, bounceMobj->momy);
bounceSpeed = FixedMul(bounceSpeed, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3))); bounceSpeed = FixedMul(bounceSpeed, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
bounceSpeed += minBump; bounceSpeed += minBump;
@ -6767,7 +6771,7 @@ void K_DriftDustHandling(mobj_t *spawner)
angle_t anglediff; angle_t anglediff;
const INT16 spawnrange = spawner->radius >> FRACBITS; const INT16 spawnrange = spawner->radius >> FRACBITS;
if (!P_IsObjectOnGround(spawner) || leveltime % 2 != 0) if (!P_IsObjectOnGround(spawner) || leveltime % 2 != 0 || spawner->destscale == 1)
return; return;
if (spawner->player) if (spawner->player)
@ -10684,7 +10688,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
} }
if (player->tumbleBounces > 0) if (player->tumbleBounces > 0 && player->mo->destscale > 1)
{ {
K_HandleTumbleSound(player); K_HandleTumbleSound(player);
if (P_IsObjectOnGround(player->mo) && player->mo->momz * P_MobjFlip(player->mo) <= 0) if (P_IsObjectOnGround(player->mo) && player->mo->momz * P_MobjFlip(player->mo) <= 0)

View file

@ -2631,6 +2631,7 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
// body shrinks into nothingness. // body shrinks into nothingness.
player->mo->destscale = 1; player->mo->destscale = 1;
player->mo->flags |= MF_NOCLIPTHING; player->mo->flags |= MF_NOCLIPTHING;
player->tumbleBounces = 0;
return false; return false;
} }

View file

@ -272,22 +272,22 @@ P_DoSpringEx
return; return;
} }
object->eflags |= MFE_SPRUNG; // apply this flag asap!
if (horizspeed < 0) if (horizspeed < 0)
{ {
horizspeed = -(horizspeed); horizspeed = -(horizspeed);
finalAngle += ANGLE_180; finalAngle += ANGLE_180;
} }
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
object->terrain = NULL;
object->eflags |= MFE_SPRUNG; // apply this flag asap!
if ((vertispeed < 0) ^ P_IsObjectFlipped(object))
vertispeed *= 2;
if (vertispeed) if (vertispeed)
{ {
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
object->terrain = NULL;
if ((vertispeed < 0) ^ P_IsObjectFlipped(object))
vertispeed *= 2;
object->momz = FixedMul(vertispeed, scaleVal); object->momz = FixedMul(vertispeed, scaleVal);
} }
@ -323,7 +323,7 @@ P_DoSpringEx
P_InstaThrust(object, finalAngle, finalSpeed); P_InstaThrust(object, finalAngle, finalSpeed);
} }
if (object->player) if (object->player && starcolor != SKINCOLOR_NONE)
{ {
K_TumbleInterrupt(object->player); K_TumbleInterrupt(object->player);
P_ResetPlayer(object->player); P_ResetPlayer(object->player);
@ -1341,6 +1341,11 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
thing->y, thing->y,
g_tm.thing->z + (P_MobjFlip(thing) > 0 ? g_tm.thing->height : -thing->height) g_tm.thing->z + (P_MobjFlip(thing) > 0 ? g_tm.thing->height : -thing->height)
); );
if (g_tm.thing->type == MT_WALLSPIKE)
{
K_KartSolidBounce(thing, g_tm.thing);
}
} }
} }
else else
@ -1367,10 +1372,30 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
if (!P_IsObjectOnGround(g_tm.thing) && g_tm.thing->momz * P_MobjFlip(g_tm.thing) < 0) // fell into it if (!P_IsObjectOnGround(g_tm.thing) && g_tm.thing->momz * P_MobjFlip(g_tm.thing) < 0) // fell into it
{ {
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_TUMBLE); P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_TUMBLE);
if (thing->type == MT_WALLSPIKE)
{
K_KartSolidBounce(g_tm.thing, thing);
}
return BMIT_CONTINUE; return BMIT_CONTINUE;
} }
else else
{ {
if (
thing->type == MT_WALLSPIKE
&& g_tm.thing->health
&& g_tm.thing->player
&& (g_tm.thing->player->justbumped < bumptime-2)
&& (
g_tm.thing->player->flashing
|| P_PlayerInPain(g_tm.thing->player)
)
)
{
K_StumblePlayer(g_tm.thing->player);
}
// Do not return because solidity code comes below. // Do not return because solidity code comes below.
P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_NORMAL); P_DamageMobj(g_tm.thing, thing, thing, 1, DMG_NORMAL);
} }