Underwater: tweak bubble VFX

- Spawn around the player, not just on a single point
- 1.5x scaled
- Opaque, not translucent
- Carries player momentum
This commit is contained in:
James R 2024-03-08 22:13:35 -08:00
parent 33a31f9979
commit 2b121bf3d0
3 changed files with 40 additions and 5 deletions

View file

@ -1880,8 +1880,8 @@ state_t states[NUMSTATES] =
{SPR_SMOK, FF_TRANS50|4, 8, {NULL}, 0, 0, S_NULL}, // S_SMOKE5
// Bubbles
{SPR_BUBL, FF_TRANS50, 1, {A_BubbleRise}, 0, 1024, S_SMALLBUBBLE}, // S_SMALLBUBBLE
{SPR_BUBL, FF_TRANS50|1, 1, {A_BubbleRise}, 0, 1024, S_MEDIUMBUBBLE}, // S_MEDIUMBUBBLE
{SPR_BUBL, FF_SEMIBRIGHT, 1, {A_BubbleRise}, 1, 1024, S_SMALLBUBBLE}, // S_SMALLBUBBLE
{SPR_BUBL, FF_SEMIBRIGHT|1, 1, {A_BubbleRise}, 1, 1024, S_MEDIUMBUBBLE}, // S_MEDIUMBUBBLE
// Extra Large Bubble (breathable)
{SPR_BUBL, FF_TRANS50|FF_FULLBRIGHT|2, 8, {A_BubbleRise}, 0, 1024, S_LARGEBUBBLE2}, // S_LARGEBUBBLE1

View file

@ -5941,6 +5941,8 @@ static void P_MobjSceneryThink(mobj_t *mobj)
P_RemoveMobj(mobj);
return;
}
mobj->momx -= mobj->momx / 64;
mobj->momy -= mobj->momy / 64;
break;
case MT_FLAMEJET:
P_FlameJetSceneryThink(mobj);

View file

@ -1781,6 +1781,7 @@ static void P_DoBubbleBreath(player_t *player)
if (!(player->mo->eflags & MFE_UNDERWATER) || player->spectator || player->curshield == KSHIELD_BUBBLE)
return;
#if 0
if (player->charflags & SF_MACHINE)
{
if (P_RandomChance(PR_BUBBLE, FRACUNIT/5))
@ -1794,22 +1795,54 @@ static void P_DoBubbleBreath(player_t *player)
}
}
else
#endif
{
fixed_t topspeed = K_GetKartSpeed(player, false, false);
fixed_t f = FixedDiv(player->speed, topspeed/2);
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4));
else
z += FixedDiv(player->mo->height,5*(FRACUNIT/4));
if (P_RandomChance(PR_BUBBLE, FRACUNIT/16))
if (P_RandomChance(PR_BUBBLE, FixedMul(FRACUNIT/16, FRACUNIT + 3*f)))
{
UINT32 seed = P_GetRandSeed(PR_BUBBLE);
x += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
y += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
z += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
P_SetRandSeed(PR_BUBBLE, seed);
bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE);
else if (P_RandomChance(PR_BUBBLE, 3*FRACUNIT/256))
}
else if (P_RandomChance(PR_BUBBLE, FixedMul(3*FRACUNIT/256, FRACUNIT + 3*f)))
{
UINT32 seed = P_GetRandSeed(PR_BUBBLE);
x += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
y += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
z += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
P_SetRandSeed(PR_BUBBLE, seed);
bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE);
}
if (bubble)
{
bubble->color = SKINCOLOR_TEAL;
bubble->colorized = true;
f = min(f, 11*FRACUNIT/10);
vector3_t v = {FixedMul(player->mo->momx, f), FixedMul(player->mo->momy, f), FixedMul(player->mo->momz, f)};
if (player->mo->standingslope)
P_QuantizeMomentumToSlope(&v, player->mo->standingslope);
bubble->momx += v.x;
bubble->momy += v.y;
bubble->momz += v.z;
}
}
if (bubble)
{
bubble->threshold = 42;
bubble->destscale = player->mo->scale;
bubble->destscale = 3 * player->mo->scale / 2;
P_SetScale(bubble, bubble->destscale);
}
}