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Bail quake is multiversal
Everyone should feel that shit
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b131b44353
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2 changed files with 15 additions and 7 deletions
15
src/k_kart.c
15
src/k_kart.c
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@ -10054,6 +10054,14 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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if (player->bailquake)
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player->bailquake--;
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// bail camera shake
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if (player->bailquake > 0 && !player->mo->hitlag) // only start after hitlag ends
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{
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P_StartQuakeFromMobj(1, 50 * player->mo->scale, 2048 * player->mo->scale, player->mo);
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}
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// The precise ordering of start-of-level made me want to cut my head off,
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// so let's try this instead. Whatever!
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if (leveltime <= starttime || player->gradingpointnum == 0)
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@ -14036,7 +14044,12 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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player->baildrop = baildrop * BAIL_DROPFREQUENCY + 1;
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K_AddHitLag(player->mo, TICRATE/4, false);
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player->bailquake = player->mo->hitlag + TICRATE; // the quake effect that uses this will ignore it during hitlag and trigger after, so it needs to be longer than the hitlag
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player->bailquake = player->mo->hitlag; // the quake effect that uses this will ignore it during hitlag and trigger after, so it needs to be longer than the hitlag
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//if (player->mo->hitlag > 0) // bail blink; make the player invisible during the swish, like classic games.
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//{
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//player->mo->renderflags |= RF_DONTDRAW;
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//}
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if (P_PlayerInPain(player))
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{
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@ -9654,12 +9654,7 @@ void P_DoQuakeOffset(UINT8 view, mappoint_t *viewPos, mappoint_t *offset)
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addZ += ir;
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}
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// add bail effect
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if (viewer->bailquake > 0 && !viewer->mo->hitlag) // only start after hitlag ends
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{
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ir = FixedMul((viewer->bailquake * FRACUNIT * 5) / 17, mapobjectscale);
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addZ += ir;
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}
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}
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fixed_t maxShake = FixedMul(cv_cam_height[view].value, mapobjectscale) * 3 / 4;
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