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Add less speed when damaging the UFO.
Brings it back to old behavior before speed increase
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1 changed files with 4 additions and 2 deletions
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@ -30,6 +30,8 @@
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#define UFO_SPACING (768 * FRACUNIT) // How far the UFO wants to stay in front
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#define UFO_DEADZONE (2048 * FRACUNIT) // Deadzone where it won't update it's speed as much.
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#define UFO_SPEEDFACTOR (FRACUNIT * 3 / 4) // Factor of player's best speed, to make it more fair.
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#define UFO_DAMAGED_SPEED (UFO_BASE_SPEED >> 1) // Speed to add when UFO takes damage.
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#define UFO_START_SPEED (UFO_BASE_SPEED << 1) // Speed when the map starts.
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#define UFO_NUMARMS (3)
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#define UFO_ARMDELTA (ANGLE_MAX / UFO_NUMARMS)
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@ -503,7 +505,7 @@ static UINT8 GetUFODamage(mobj_t *inflictor)
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boolean Obj_SpecialUFODamage(mobj_t *ufo, mobj_t *inflictor, mobj_t *source, UINT8 damageType)
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{
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const fixed_t addSpeed = FixedMul(UFO_BASE_SPEED, K_GetKartGameSpeedScalar(gamespeed));
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const fixed_t addSpeed = FixedMul(UFO_DAMAGED_SPEED, K_GetKartGameSpeedScalar(gamespeed));
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UINT8 damage = 1;
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(void)source;
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@ -678,7 +680,7 @@ static mobj_t *InitSpecialUFO(waypoint_t *start)
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UFOUpdateDistanceToFinish(ufo);
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}
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ufo_speed(ufo) = FixedMul(UFO_BASE_SPEED << 1, K_GetKartGameSpeedScalar(gamespeed));
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ufo_speed(ufo) = FixedMul(UFO_START_SPEED, K_GetKartGameSpeedScalar(gamespeed));
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// TODO: Adjustable Special Stage emerald color
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ufo->color = SKINCOLOR_CHAOSEMERALD1;
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