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https://github.com/KartKrewDev/RingRacers.git
synced 2026-01-21 22:22:32 +00:00
Make it flatten out faster & while rising, add a cap to the flattening, flatten out completely while respawning.
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parent
421d850a5b
commit
60d72b5c20
2 changed files with 16 additions and 11 deletions
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@ -3415,7 +3415,7 @@ static angle_t K_TumbleSlope(mobj_t *mobj, angle_t pitch, angle_t roll)
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return FixedMul(pitch, pitchMul) + FixedMul(roll, rollMul);
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}
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#define STEEP_VAL (ANGLE_45 - ANGLE_11hh) // (ANG60)
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#define STEEP_VAL (ANGLE_45)
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void K_CheckSlopeTumble(player_t *player, angle_t oldPitch, angle_t oldRoll)
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{
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25
src/p_mobj.c
25
src/p_mobj.c
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@ -2811,41 +2811,46 @@ void P_PlayerZMovement(mobj_t *mo)
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// Even out pitch & roll slowly over time when falling.
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// Helps give OpenGL models a bit of the tumble tell.
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if (P_MobjFlip(mo) * mo->momz <= 0)
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{
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const angle_t evenSpeed = (ANG1 << 1) / 3; // 0.66 degrees
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const angle_t speed = ANG1;
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angle_t dest = ANGLE_45 + (ANG10 >> 1);
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INT32 pitchDelta = AngleDeltaSigned(mo->pitch, 0);
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INT32 rollDelta = AngleDeltaSigned(mo->roll, 0);
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if (abs(pitchDelta) <= evenSpeed)
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if (mo->player->respawn.state != RESPAWNST_NONE)
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{
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dest = 0;
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}
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if (abs(pitchDelta) <= speed && dest == 0)
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{
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mo->pitch = 0;
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}
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else
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else if (abs(pitchDelta) > dest)
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{
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if (pitchDelta > 0)
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{
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mo->pitch -= evenSpeed;
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mo->pitch -= speed;
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}
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else
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{
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mo->pitch += evenSpeed;
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mo->pitch += speed;
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}
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}
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if (abs(rollDelta) <= evenSpeed)
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if (abs(rollDelta) <= speed && dest == 0)
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{
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mo->roll = 0;
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}
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else
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else if (abs(rollDelta) > dest)
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{
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if (rollDelta > 0)
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{
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mo->roll -= evenSpeed;
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mo->roll -= speed;
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}
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else
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{
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mo->roll += evenSpeed;
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mo->roll += speed;
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}
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}
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}
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