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https://github.com/KartKrewDev/RingRacers.git
synced 2026-01-22 22:46:12 +00:00
Weaker bail boost, fix double flingring baildrop
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parent
f7c9f5dfaf
commit
254cb891c9
2 changed files with 8 additions and 16 deletions
18
src/k_kart.c
18
src/k_kart.c
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@ -10045,6 +10045,10 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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P_FlingBurst(player, K_MomentumAngle(pmo), MT_FLINGRING, 10*TICRATE, FRACUNIT, player->baildrop/BAIL_DROPFREQUENCY);
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S_StartSound(pmo, sfx_gshad);
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}
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player->baildrop--;
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if (player->baildrop == 0)
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player->ringboost /= 3;
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}
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// The precise ordering of start-of-level made me want to cut my head off,
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@ -10065,16 +10069,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->cangrabitems && player->cangrabitems <= EARLY_ITEM_FLICKER)
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player->cangrabitems++;
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if (player->baildrop)
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{
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if ((player->baildrop % BAIL_DROPFREQUENCY) == 0)
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{
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P_FlingBurst(player, K_MomentumAngle(player->mo), MT_FLINGRING, 10*TICRATE, FRACUNIT, player->baildrop/BAIL_DROPFREQUENCY);
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S_StartSound(player->mo, sfx_gshad);
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}
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player->baildrop--;
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}
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if (!player->invincibilitytimer)
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player->invincibilityextensions = 0;
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@ -13982,8 +13976,6 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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if ((!P_PlayerInPain(player) && player->bailcharge) || player->bailcharge >= BAIL_MAXCHARGE)
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{
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CONS_Printf("rl %d it %d ia %d ri %d sr %d pr %d\n", player->itemRoulette.active, player->itemtype, player->itemamount, player->rings > 0, player->superring > 0, player->pickuprings > 0);
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player->bailcharge = 0;
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mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL);
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@ -13996,7 +13988,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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player->rings = 0;
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}
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UINT32 totalrings = player->rings + player->superring + player->pickuprings + debtrings;
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UINT32 totalrings = player->rings + player->superring + player->pickuprings;
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totalrings = max(totalrings, 0);
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UINT32 bailboost = FixedInt(FixedMul(totalrings*FRACUNIT, BAIL_BOOST));
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UINT32 baildrop = FixedInt(FixedMul((totalrings)*FRACUNIT, BAIL_DROP));
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@ -45,9 +45,9 @@ Make sure this matches the actual number of states
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#define PUNISHWINDOW (7*TICRATE/10)
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#define BAIL_MAXCHARGE (84) // tics to bail when in painstate nad in air, on ground is half, if you touch this, also update Obj_BailChargeThink synced animation logic
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#define BAIL_DROP (FRACUNIT)
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#define BAIL_BOOST (FRACUNIT)
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#define BAIL_DROPFREQUENCY (3)
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#define BAIL_DROP (FRACUNIT/2)
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#define BAIL_BOOST (40*FRACUNIT/100)
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#define BAIL_DROPFREQUENCY (1)
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#define BAILSTUN (TICRATE*10)
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#define MAXCOMBOTHRUST (mapobjectscale*20)
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