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Support Jawz dud on slopes
Don't let orbinaut accelerate infinitely when in the air.
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de62209d96
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893d8cd211
1 changed files with 33 additions and 8 deletions
41
src/p_mobj.c
41
src/p_mobj.c
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@ -1937,7 +1937,7 @@ void P_XYMovement(mobj_t *mo)
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#endif
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//{ SRB2kart stuff
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if (mo->type == MT_JAWZ_DUD || mo->type == MT_JAWZ || mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
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if (mo->type == MT_JAWZ || mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
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return;
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if (mo->player && (mo->player->kartstuff[k_spinouttimer] && !mo->player->kartstuff[k_wipeoutslow]) && mo->player->speed <= K_GetKartSpeed(mo->player, false)/2)
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@ -7937,9 +7937,16 @@ void P_MobjThinker(mobj_t *mobj)
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fixed_t finalspeed = mobj->movefactor;
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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ghost->colorized = true; // already has color!
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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if (mobj->health <= 5)
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{
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@ -7950,23 +7957,19 @@ void P_MobjThinker(mobj_t *mobj)
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if (currentspeed >= finalspeed)
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{
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const fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
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}
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else
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{
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const fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
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}
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (grounded)
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{
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sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
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@ -8061,6 +8064,9 @@ void P_MobjThinker(mobj_t *mobj)
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else
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{
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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fixed_t thrustamount = 0;
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if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
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{
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@ -8068,8 +8074,26 @@ void P_MobjThinker(mobj_t *mobj)
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ghost->colorized = true;
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}
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (currentspeed >= mobj->movefactor)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(mobj->movefactor, frictionsafety) - mobj->movefactor;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(mobj->movefactor - currentspeed, frictionsafety);
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}
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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P_InstaThrust(mobj, mobj->angle, mobj->movefactor);
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (grounded)
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{
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@ -9459,7 +9483,8 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
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|| mobj->type == MT_LITTLETUMBLEWEED
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|| mobj->type == MT_CANNONBALLDECOR
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|| mobj->type == MT_FALLINGROCK
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|| mobj->type == MT_ORBINAUT) {
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|| mobj->type == MT_ORBINAUT
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|| mobj->type == MT_JAWZ_DUD) {
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P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
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//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
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P_ButteredSlope(mobj);
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