From 625964b324fe402b20a25fa2b13f7f97ee9dd456 Mon Sep 17 00:00:00 2001 From: James R Date: Mon, 11 Mar 2024 01:27:41 -0700 Subject: [PATCH] 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. --- src/p_inter.c | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/p_inter.c b/src/p_inter.c index 6f3048190..3b5b94062 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -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->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; } @@ -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)); - P_SetObjectMomZ(target, 20*FRACUNIT, false); + boolean battle = (gametyperules & (GTR_BUMPERS | GTR_BOSS)) == GTR_BUMPERS; + P_InstaThrust(target, flingAngle, max(flingSpeed, 6 * target->scale) / (battle ? 1 : 3)); + P_SetObjectMomZ(target, battle ? 20*FRACUNIT : 18*FRACUNIT, false); P_PlayDeathSound(target); }