Try using GameSpeedScalar for thrown item scaling between game speeds, rather than arbritrary values

In Hard mode: Spikeballs will be thrown slightly less with this code change, while Bananas will be thrown slightly farther.

That said, the difference is so small that it's very likely not noticable, it just makes the code nicer looking & more consistent :P
This commit is contained in:
Sally Cochenour 2020-03-17 18:55:15 -04:00
parent 9e3a37cdc7
commit 4b2b116481

View file

@ -3557,12 +3557,12 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map
if (missile)
{
// Use info->speed for missiles
PROJSPEED = FixedMul(mobjinfo[mapthing].speed, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
PROJSPEED = FixedMul(mobjinfo[mapthing].speed, K_GetKartGameSpeedScalar(gamespeed));
}
else
{
// Use pre-determined speed for tossing
PROJSPEED = (82 + ((gamespeed-1) * 14)) * FRACUNIT; // Avg Speed is 41 in Normal
PROJSPEED = FixedMul(82 << FRACBITS, K_GetKartGameSpeedScalar(gamespeed));
}
// Scale to map size