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SPB Sliptide disabled during SPBHotPotato
S.P.B.'s sliptide dust should be disabled during both regular target swapping & it's death animation; we've never actually seen the intended metagame of this as a result in Ring Racers. EVER.
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07e7c00fb5
commit
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1 changed files with 32 additions and 28 deletions
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@ -202,35 +202,39 @@ static void SpawnSPBSliptide(mobj_t *spb, SINT8 dir)
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angle_t travelangle;
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fixed_t sz = spb->floorz;
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if (spb->eflags & MFE_VERTICALFLIP)
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{
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sz = spb->ceilingz;
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}
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travelangle = K_MomentumAngle(spb);
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if ((leveltime & 1) && abs(spb->z - sz) < FRACUNIT*64)
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{
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newx = P_ReturnThrustX(spb, travelangle - (dir*ANGLE_45), 24*FRACUNIT);
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newy = P_ReturnThrustY(spb, travelangle - (dir*ANGLE_45), 24*FRACUNIT);
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spark = P_SpawnMobjFromMobj(spb, newx, newy, 0, MT_SPBDUST);
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spark->z = sz;
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P_SetMobjState(spark, S_KARTAIZDRIFTSTRAT);
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P_SetTarget(&spark->target, spb);
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spark->colorized = true;
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spark->color = SKINCOLOR_RED;
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spark->angle = travelangle + (dir * ANGLE_90);
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P_SetScale(spark, (spark->destscale = spb->scale*3/2));
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spark->momx = (6*spb->momx)/5;
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spark->momy = (6*spb->momy)/5;
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K_MatchGenericExtraFlags(spark, spb);
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if ((spb_modetimer(spb) != SPB_HOTPOTATO) || (spb_swapcount(spb) > SPB_MAXSWAPS + 1)) // Tired of this thing whacking people when switching targets
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{
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if (spb->eflags & MFE_VERTICALFLIP)
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{
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sz = spb->ceilingz;
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}
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travelangle = K_MomentumAngle(spb);
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if ((leveltime & 1) && abs(spb->z - sz) < FRACUNIT*64)
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{
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newx = P_ReturnThrustX(spb, travelangle - (dir*ANGLE_45), 24*FRACUNIT);
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newy = P_ReturnThrustY(spb, travelangle - (dir*ANGLE_45), 24*FRACUNIT);
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spark = P_SpawnMobjFromMobj(spb, newx, newy, 0, MT_SPBDUST);
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spark->z = sz;
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P_SetMobjState(spark, S_KARTAIZDRIFTSTRAT);
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P_SetTarget(&spark->target, spb);
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spark->colorized = true;
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spark->color = SKINCOLOR_RED;
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spark->angle = travelangle + (dir * ANGLE_90);
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P_SetScale(spark, (spark->destscale = spb->scale*3/2));
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spark->momx = (6*spb->momx)/5;
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spark->momy = (6*spb->momy)/5;
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K_MatchGenericExtraFlags(spark, spb);
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}
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}
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}
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// Used for seeking and when SPB is trailing its target from way too close!
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