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Increase SPB speed & turn
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commit
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2 changed files with 5 additions and 7 deletions
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@ -16003,7 +16003,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_SPB_DEAD, // deathstate
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S_NULL, // xdeathstate
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sfx_s3k5d, // deathsound
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64*FRACUNIT, // speed
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80*FRACUNIT, // speed
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24*FRACUNIT, // radius
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48*FRACUNIT, // height
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0, // display offset
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@ -8806,13 +8806,13 @@ void A_SPBChase(mobj_t *actor)
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if (invert)
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input = InvAngle(input);
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input = FixedAngle(AngleFixed(input)/8);
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// Slow down when turning; it looks better and makes U-turns not unfair
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xyspeed = FixedMul(wspeed, max(0, (((180<<FRACBITS) - AngleFixed(input)) / 90) - FRACUNIT));
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input = FixedAngle(AngleFixed(input)/4);
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if (invert)
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input = InvAngle(input);
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actor->angle += input;
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// Smoothly rotate vert angle
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@ -8821,17 +8821,16 @@ void A_SPBChase(mobj_t *actor)
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if (invert)
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input = InvAngle(input);
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input = FixedAngle(AngleFixed(input)/8);
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// Slow down when turning; might as well do it for momz, since we do it above too
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zspeed = FixedMul(wspeed, max(0, (((180<<FRACBITS) - AngleFixed(input)) / 90) - FRACUNIT));
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input = FixedAngle(AngleFixed(input)/4);
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if (invert)
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input = InvAngle(input);
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actor->movedir += input;
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}
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actor->momx = FixedMul(FixedMul(xyspeed, FINECOSINE(actor->angle>>ANGLETOFINESHIFT)), FINECOSINE(actor->movedir>>ANGLETOFINESHIFT));
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actor->momy = FixedMul(FixedMul(xyspeed, FINESINE(actor->angle>>ANGLETOFINESHIFT)), FINECOSINE(actor->movedir>>ANGLETOFINESHIFT));
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actor->momz = FixedMul(zspeed, FINESINE(actor->movedir>>ANGLETOFINESHIFT));
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@ -8879,7 +8878,6 @@ void A_SPBChase(mobj_t *actor)
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else if (actor->z > actor->ceilingz - actor->height)
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actor->z = actor->ceilingz - actor->height;
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return;
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}
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