Add magnets to the sides, make client-side, fix length

This commit is contained in:
Sally Coolatta 2020-07-30 07:33:01 -04:00
parent 4e4598d784
commit 2645e4dea8
4 changed files with 86 additions and 19 deletions

View file

@ -7599,6 +7599,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FINISHBEAM3",
"S_FINISHBEAM4",
"S_FINISHBEAM5",
"S_FINISHBEAMEND1",
"S_FINISHBEAMEND2",
#ifdef SEENAMES
"S_NAMECHECK",

View file

@ -3589,6 +3589,8 @@ state_t states[NUMSTATES] =
{SPR_FLBM, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM3
{SPR_FLBM, FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM4
{SPR_FLBM, FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM5
{SPR_FLBM, FF_PAPERSPRITE|5, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAMEND1
{SPR_FLBM, FF_PAPERSPRITE|6, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAMEND2
#ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK

View file

@ -4285,6 +4285,8 @@ typedef enum state
S_FINISHBEAM3,
S_FINISHBEAM4,
S_FINISHBEAM5,
S_FINISHBEAMEND1,
S_FINISHBEAMEND2,
#ifdef SEENAMES
S_NAMECHECK,

View file

@ -3149,7 +3149,7 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
fixed_t liney = line->v1->y;
angle_t lineangle = R_PointToAngle2(0, 0, line->dx, line->dy) + ANGLE_90;
fixed_t drawz = players[displayplayers[0]].mo->z;
UINT8 i;
if (line->flags & ML_NOCLIMB)
{
@ -3182,11 +3182,10 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
fixed_t x, y, z;
UINT8 spriteframe = 0;
mobj_t *beam;
x = linex + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINECOSINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
y = liney + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINESINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
z = drawz + FINISHLINEBEAM_SPACING + FixedMul(FINISHLINEBEAM_SPACING, FINESINE(aiming >> ANGLETOFINESHIFT));
z = FINISHLINEBEAM_SPACING + FixedMul(FINISHLINEBEAM_SPACING, FINESINE(aiming >> ANGLETOFINESHIFT));
if (frameaim > ANGLE_180)
{
@ -3197,18 +3196,27 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
spriteframe = frameaim / framethreshold;
}
beam = P_SpawnMobj(x, y, z, MT_THOK);
P_SetMobjState(beam, S_FINISHBEAM1 + spriteframe);
beam->colorized = true;
if (reverse)
for (i = 0; i <= r_splitscreen; i++)
{
beam->color = colorcycle[((leveltime / 4) + (COLORCYCLELEN/2)) % COLORCYCLELEN];
}
else
{
beam->color = colorcycle[(leveltime / 4) % COLORCYCLELEN];
if (playeringame[displayplayers[i]] && players[displayplayers[i]].mo && !P_MobjWasRemoved(players[displayplayers[i]].mo))
{
mobj_t *beam;
beam = P_SpawnMobj(x, y, players[displayplayers[i]].mo->z + z, MT_THOK);
P_SetMobjState(beam, S_FINISHBEAM1 + spriteframe);
beam->colorized = true;
beam->drawflags = MFD_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
if (reverse)
{
beam->color = colorcycle[((leveltime / 4) + (COLORCYCLELEN/2)) % COLORCYCLELEN];
}
else
{
beam->color = colorcycle[(leveltime / 4) % COLORCYCLELEN];
}
}
}
offset += FINISHLINEBEAM_SPACING;
@ -3224,6 +3232,59 @@ static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *
aiming += ANGLE_45;
}
}
for (i = 0; i <= r_splitscreen; i++)
{
if (playeringame[displayplayers[i]] && players[displayplayers[i]].mo && !P_MobjWasRemoved(players[displayplayers[i]].mo))
{
UINT8 j;
for (j = 0; j < 2; j++)
{
vertex_t *v = line->v1;
mobj_t *end1, *end2;
angle_t a = R_PointToAngle2(0, 0, line->dx, line->dy);
fixed_t sx;
fixed_t sy;
//if (line->flags & ML_NOCLIMB)
//{
//a += ANGLE_180;
//}
sx = FixedMul(3*mapobjectscale, FINECOSINE(a >> ANGLETOFINESHIFT));
sy = FixedMul(3*mapobjectscale, FINESINE(a >> ANGLETOFINESHIFT));
if (j == 1)
{
v = line->v2;
sx = -sx;
sy = -sy;
}
end1 = P_SpawnMobj(
v->x + sx,
v->y + sy,
players[displayplayers[i]].mo->z + FINISHLINEBEAM_SPACING,
MT_THOK
);
P_SetMobjState(end1, S_FINISHBEAMEND1);
end1->drawflags = MFD_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
end1->angle = lineangle;
end2 = P_SpawnMobj(
v->x + (8*sx),
v->y + (8*sy),
players[displayplayers[i]].mo->z + FINISHLINEBEAM_SPACING,
MT_THOK
);
P_SetMobjState(end2, S_FINISHBEAMEND2);
end2->drawflags = MFD_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
end2->angle = lineangle;
}
}
}
}
void K_RunFinishLineBeam(void)
@ -3238,10 +3299,10 @@ void K_RunFinishLineBeam(void)
// I wanted to! But I have a headache from trying to code it for like, 3 hours!
// so I'm not!
bounds[0] = INT32_MAX; // min x
bounds[1] = INT32_MIN; // max x
bounds[2] = INT32_MAX; // min y
bounds[3] = INT32_MIN; // max y
bounds[0] = INT64_MAX; // min x
bounds[1] = INT64_MIN; // max x
bounds[2] = INT64_MAX; // min y
bounds[3] = INT64_MIN; // max y
for (i = 0; i < numlines; i++)
{
@ -3264,7 +3325,7 @@ void K_RunFinishLineBeam(void)
if (valid == true)
{
fixed_t span = P_AproxDistance(bounds[1] - bounds[0], bounds[3] - bounds[2]);
fixed_t span = P_AproxDistance(bounds[1] - bounds[0], bounds[3] - bounds[2]) / 2;
fixed_t cx = (bounds[0] + bounds[1]) / 2;
fixed_t cy = (bounds[2] + bounds[3]) / 2;