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E-Brake ring: visual consistency and polish
- Always spawns on the ground below the player - If falling fast enough, spawn afterimages around the player like "falling through hoops" - Also fix scaling to Shrink/Grow
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ea579457bc
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2 changed files with 25 additions and 9 deletions
12
src/k_kart.c
12
src/k_kart.c
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@ -10147,15 +10147,9 @@ void K_KartEbrakeVisuals(player_t *p)
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{
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if (p->ebrakefor % 20 == 0)
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{
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wave = P_SpawnMobj(p->mo->x, p->mo->y, p->mo->z, MT_SOFTLANDING);
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P_SetScale(wave, p->mo->scale);
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if (p->respawn.state == RESPAWNST_NONE)
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{
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wave->momx = p->mo->momx;
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wave->momy = p->mo->momy;
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wave->momz = p->mo->momz;
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wave->standingslope = p->mo->standingslope;
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}
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wave = P_SpawnMobj(p->mo->x, p->mo->y, p->mo->floorz, MT_SOFTLANDING);
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P_InstaScale(wave, p->mo->scale);
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P_SetTarget(&wave->target, p->mo);
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K_ReduceVFX(wave, p);
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}
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22
src/p_mobj.c
22
src/p_mobj.c
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@ -10404,6 +10404,28 @@ void P_SceneryThinker(mobj_t *mobj)
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mobj->renderflags |= RF_DONTDRAW;
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else
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mobj->renderflags &= ~RF_DONTDRAW;
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if (!P_MobjWasRemoved(mobj->target))
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{
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// Cast like a shadow on the ground
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->floorz);
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mobj->standingslope = mobj->target->standingslope;
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if (!P_IsObjectOnGround(mobj->target) && mobj->target->momz < -24 * mapobjectscale)
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{
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// Going down, falling through hoops
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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ghost->z = mobj->target->z;
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ghost->momz = -(mobj->target->momz);
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ghost->standingslope = NULL;
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ghost->renderflags = mobj->renderflags;
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ghost->fuse = 16;
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ghost->extravalue1 = 1;
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ghost->extravalue2 = 0;
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}
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}
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}
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if (mobj->type == MT_RANDOMAUDIENCE)
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