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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
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1 changed files with 2 additions and 2 deletions
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@ -3557,12 +3557,12 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map
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if (missile)
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{
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// Use info->speed for missiles
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PROJSPEED = FixedMul(mobjinfo[mapthing].speed, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
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PROJSPEED = FixedMul(mobjinfo[mapthing].speed, K_GetKartGameSpeedScalar(gamespeed));
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}
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else
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{
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// Use pre-determined speed for tossing
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PROJSPEED = (82 + ((gamespeed-1) * 14)) * FRACUNIT; // Avg Speed is 41 in Normal
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PROJSPEED = FixedMul(82 << FRACBITS, K_GetKartGameSpeedScalar(gamespeed));
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}
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// Scale to map size
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