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Fix particle behaviours for indicating being slowed
- For players interacting with terrain:
- If a terrain is tagged with offroad, only use footstep if player is being slowed by it
- If a player is not on terrain with footsteps but is being slowed down, use default footsteps as a substitute
This matches behaviour of the previous entry in the series, which was good for communicating the gameplay functionality of being slowed down.
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1 changed files with 36 additions and 10 deletions
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@ -955,10 +955,14 @@ static void K_SpawnFootstepParticle(mobj_t *mo, t_footstep_t *fs, tic_t timer)
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See header file for description.
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--------------------------------------------------*/
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#define INVALIDFOOTSTEP (fs == NULL || fs->mobjType == MT_NULL || fs->frequency <= 0)
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void K_HandleFootstepParticles(mobj_t *mo)
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{
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tic_t timer = leveltime;
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t_footstep_t *fs = NULL;
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boolean offroadslowed = false;
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if (mo == NULL || P_MobjWasRemoved(mo) == true)
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{
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@ -966,31 +970,53 @@ void K_HandleFootstepParticles(mobj_t *mo)
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return;
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}
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if (!(mo->flags & MF_APPLYTERRAIN) || mo->terrain == NULL)
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{
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// No TERRAIN effects for this object.
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return;
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}
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offroadslowed = (mo->player != NULL && mo->player->boostpower < FRACUNIT);
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fs = K_GetFootstepByIndex(mo->terrain->footstepID);
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if (fs == NULL || fs->mobjType == MT_NULL || fs->frequency <= 0)
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if (!offroadslowed)
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{
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// No particles to spawn.
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return;
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if (!(mo->flags & MF_APPLYTERRAIN) || mo->terrain == NULL)
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{
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// No TERRAIN effects for this object.
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return;
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}
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fs = K_GetFootstepByIndex(mo->terrain->footstepID);
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}
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if (mo->player != NULL)
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{
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// Match behaviour of the previous entry in the series:
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// Only do footsteps for offroad if you're slowed by it,
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// and guarantee the defaults if none were found for this.
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if (offroadslowed)
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{
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if (INVALIDFOOTSTEP)
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{
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fs = K_GetFootstepByIndex(defaultOffroadFootstep);
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}
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}
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else if (mo->terrain->offroad != 0)
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{
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return;
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}
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// Offset timer by player ID.
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timer += mo->player - players;
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}
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if (INVALIDFOOTSTEP)
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{
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// No particles to spawn.
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return;
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}
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// Idea for later: if different spawning styles are desired,
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// we can put a switch case here!
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K_SpawnFootstepParticle(mo, fs, timer);
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}
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#undef INVALIDFOOTSTEP
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/*--------------------------------------------------
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static void K_CleanupTerrainOverlay(mobj_t *mo)
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