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Bigger, chunkier items test
- Random & Sphere Items are x3 bigger. - Eggman Items grow to x3 bigger when they land. - Eggman Item hitbox reverted from 24 to 16 again, since the x3 size increases their hitbox even more anyway. - Random item temporarily moved to 2011 and 2000 objects ignored, as per Ivo's request. The idea behind this branch is to start turning tons of item clusters into single file item rows with only a few items per. The original intent was to make 9P+ more bearable by making item sets no longer free, but in a way that's engaging & takes thought. This does eliminate one of the reasons I had originally standardized MK64-style clusters, but honestly no one really hides eggman items anymore :P I'm not totally confident that this will make massive netgames enjoyable on its own, but it's one step towards that and this change has a lot of other benefits as well like less clutter and better visibility. Due to the mapthing type shuffle, this needs to be tested on a few maps with changed item sets, and then swap it back before merging.
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7990842da3
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2 changed files with 22 additions and 6 deletions
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@ -22331,7 +22331,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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// SRB2kart MT's
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{ // MT_RANDOMITEM
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2000, // doomednum
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2011, // doomednum
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S_RANDOMITEM1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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@ -23265,7 +23265,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL, // xdeathstate
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sfx_kc2e, // deathsound
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0, // speed
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24*FRACUNIT, // radius
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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100, // mass
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24
src/p_mobj.c
24
src/p_mobj.c
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@ -7309,6 +7309,12 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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S_StartSound(mobj, mobj->info->activesound);
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mobj->momx = mobj->momy = 0;
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mobj->health = 1;
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if (mobj->type == MT_EGGMANITEM)
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{
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// Grow to match the actual items
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mobj->destscale *= 3;
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}
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}
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}
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else
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@ -10345,9 +10351,6 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
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thing->whiteshadow = false;
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break;
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case MT_EGGMANITEM:
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thing->shadowscale = FRACUNIT;
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thing->whiteshadow = false;
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break;
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case MT_EGGMANITEM_SHIELD:
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thing->shadowscale = 3*FRACUNIT/2;
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thing->whiteshadow = false;
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@ -10917,6 +10920,11 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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// Remove before release
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CONS_Alert(CONS_WARNING, "Boss waypoints are deprecated. Did you forget to remove the old checkpoints, too?\n");
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break;
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case MT_RANDOMITEM:
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case MT_SPHEREBOX:
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mobj->destscale *= 3;
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P_SetScale(mobj, mobj->scale * 3);
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break;
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default:
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break;
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}
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@ -12194,7 +12202,15 @@ static boolean P_SpawnNonMobjMapThing(mapthing_t *mthing)
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static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
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{
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(void)mthing;
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//(void)mthing;
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if (mthing->type == 2000)
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{
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// TEMP: old item spot ID, while we're testing big items.
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// Return MT_RANDOMITEM from 2011 to 2000 later,
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// and then remove this when we're done.
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return false;
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}
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switch (i)
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{
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