Race: send player death sprite flying less further away

- Let the player see the death frame more often in Race.
- The slower speed will be used in Race, but not Battle or
  Versus modes.
- Also keep the shadow on player death sprite.
This commit is contained in:
James R 2024-03-11 01:27:41 -07:00
parent fb2c565e4b
commit 625964b324

View file

@ -1673,7 +1673,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL); target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL);
target->health = 0; // This makes it easy to check if something's dead elsewhere. target->health = 0; // This makes it easy to check if something's dead elsewhere.
if (target->type != MT_BATTLEBUMPER) if (target->type != MT_BATTLEBUMPER && target->type != MT_PLAYER)
{ {
target->shadowscale = 0; target->shadowscale = 0;
} }
@ -1897,8 +1897,9 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
} }
} }
P_InstaThrust(target, flingAngle, max(flingSpeed, 14 * target->scale)); boolean battle = (gametyperules & (GTR_BUMPERS | GTR_BOSS)) == GTR_BUMPERS;
P_SetObjectMomZ(target, 20*FRACUNIT, false); P_InstaThrust(target, flingAngle, max(flingSpeed, 6 * target->scale) / (battle ? 1 : 3));
P_SetObjectMomZ(target, battle ? 20*FRACUNIT : 18*FRACUNIT, false);
P_PlayDeathSound(target); P_PlayDeathSound(target);
} }