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Add player speed directly to missile items
Don't factor in character top speed...
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parent
cd7d4f23c7
commit
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1 changed files with 5 additions and 13 deletions
18
src/k_kart.c
18
src/k_kart.c
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@ -4535,31 +4535,23 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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{
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{
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mobj_t *th;
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mobj_t *th;
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fixed_t x, y, z;
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fixed_t x, y, z;
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fixed_t topspeed = K_GetKartSpeed(source->player, false, false);
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fixed_t finalspeed = speed;
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fixed_t finalspeed = speed;
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fixed_t finalscale = mapobjectscale;
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fixed_t finalscale = mapobjectscale;
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mobj_t *throwmo;
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mobj_t *throwmo;
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if (source->player != NULL)
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if (source->player != NULL)
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{
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{
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const angle_t delta = AngleDelta(source->angle, an);
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const fixed_t deltaFactor = FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT);
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if (source->player->itemscale == ITEMSCALE_SHRINK)
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if (source->player->itemscale == ITEMSCALE_SHRINK)
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{
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{
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// Nerf the base item speed a bit.
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// Nerf the base item speed a bit.
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speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE);
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speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE);
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}
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}
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if (source->player->speed > topspeed)
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// Add player speed on top, multiplied based on angle diff... i.e: don't do this for firing backward :V
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{
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finalspeed += FixedMul(source->player->speed, deltaFactor);
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angle_t delta = AngleDelta(source->angle, an);
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finalspeed = max(speed, FixedMul(
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speed,
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FixedMul(
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FixedDiv(source->player->speed, topspeed), // Multiply speed to be proportional to your own, boosted maxspeed.
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FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT) // multiply speed based on angle diff... i.e: don't do this for firing backward :V
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)
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));
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}
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finalscale = K_ItemScaleForPlayer(source->player);
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finalscale = K_ItemScaleForPlayer(source->player);
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}
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}
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