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https://github.com/KartKrewDev/RingRacers.git
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Carbon copy objects/dlzseasaw.c -> objects/gpzseasaw.c
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367
src/objects/gpzseasaw.c
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367
src/objects/gpzseasaw.c
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// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
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// Copyright (C) 2022 by Kart Krew
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file dlzseasaw.c
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/// \brief Dead Line Zone seasaw. Amplifies momentum in a stylish way... and hellish as far as code is concerned, heh!
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#include "../doomdef.h"
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#include "../doomstat.h"
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#include "../info.h"
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#include "../k_kart.h"
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#include "../k_objects.h"
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#include "../m_random.h"
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#include "../p_local.h"
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#include "../r_main.h"
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#include "../s_sound.h"
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#include "../g_game.h"
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#include "../z_zone.h"
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#include "../k_waypoint.h"
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#include "../k_respawn.h"
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#include "../k_collide.h"
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// updates the seasaw's visuals and hitboxes using the hnext/hprev list.
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static void Obj_DLZSeasawUpdate(mobj_t *mo, boolean ghostme)
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{
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mobj_t *ptr = mo;
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mobj_t *ptrp = mo;
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UINT8 i, j;
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angle_t visan = (angle_t)mo->extravalue1 + ANGLE_90;
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if (mo->tracer && !P_MobjWasRemoved(mo->tracer))
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{
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mo->tracer->tics = 3;
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P_MoveOrigin(mo->tracer, mo->x, mo->y, mo->z);
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P_SetScale(mo->tracer, mo->scale);
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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mo->tracer->eflags |= MFE_VERTICALFLIP;
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mo->tracer->flags2 |= MF2_OBJECTFLIP;
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}
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}
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for (i = 0; i < 2; i++)
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{
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INT32 dist = 32; // visuals dist
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INT32 hdist = 16; // hitbox dist
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// visuals
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for (j = 0; j < 2; j++)
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{
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// get our mobj.
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if (ptr && !P_MobjWasRemoved(ptr) && ptr->hnext && !P_MobjWasRemoved(ptr->hnext))
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{
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fixed_t x = mo->x + FixedMul(mo->scale, dist*FINECOSINE(visan>>ANGLETOFINESHIFT));
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fixed_t y = mo->y + FixedMul(mo->scale, dist*FINESINE(visan>>ANGLETOFINESHIFT));
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ptr = ptr->hnext;
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P_MoveOrigin(ptr, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo));
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ptr->angle = visan;
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ptr->tics = 3;
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P_SetScale(ptr, mo->scale);
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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ptr->eflags |= MFE_VERTICALFLIP;
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ptr->flags2 |= MF2_OBJECTFLIP;
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}
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if (ghostme && leveltime&1)
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{
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mobj_t *g = P_SpawnGhostMobj(ptr);
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g->colorized = true;
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g->color = mo->color;
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g->fuse = 3;
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}
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dist += 55;
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}
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}
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// hitboxes:
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for (j = 0; j < 8; j++)
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{
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// get our mobj.
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if (ptrp && !P_MobjWasRemoved(ptrp) && ptrp->hprev && !P_MobjWasRemoved(ptrp->hprev))
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{
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fixed_t x = mo->x + FixedMul(mo->scale, hdist*FINECOSINE(visan>>ANGLETOFINESHIFT));
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fixed_t y = mo->y + FixedMul(mo->scale, hdist*FINESINE(visan>>ANGLETOFINESHIFT));
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ptrp = ptrp->hprev;
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P_SetOrigin(ptrp, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo)); // it's invisible so nobody cares about interpolating it.
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ptrp->angle = visan;
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ptrp->tics = 3;
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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ptrp->eflags |= MFE_VERTICALFLIP;
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ptrp->flags2 |= MF2_OBJECTFLIP;
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}
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hdist += 16;
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}
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}
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visan += ANGLE_180;
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}
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}
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// sets up seasaw spawn objects to update each frame later
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void Obj_DLZSeasawSpawn(mobj_t *mo)
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{
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mobj_t *pole;
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mobj_t *ptr = mo;
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mobj_t *ptrp = mo;
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UINT8 i, j;
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P_SetScale(mo, 2*mapobjectscale);
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mo->destscale = 2*mapobjectscale;
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// setup vars
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mo->extravalue1 = (INT32)mo->angle;
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// center pole:
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pole = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
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pole->tics = -1;
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pole->sprite = SPR_DLZS;
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pole->frame = 0;
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P_SetTarget(&pole->target, mo);
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P_SetTarget(&mo->tracer, pole);
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if (mo->eflags & MFE_VERTICALFLIP)
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pole->eflags |= MFE_VERTICALFLIP;
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// spawn visuals / hitboxes.
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for (i = 0; i < 2; i++) // for each side...
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{
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for (j = 0; j < 2; j++) // spawn the 2 visual papersprites on each side.
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{
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// right now we don't care if the objects are positionned properly.
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mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
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vis->sprite = SPR_DLZS;
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vis->frame = (j+1)|FF_PAPERSPRITE;
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vis->tics = -1;
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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vis->eflags |= MFE_VERTICALFLIP;
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vis->flags2 |= MF2_OBJECTFLIP;
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}
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P_SetTarget(&vis->target, mo);
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P_SetTarget(&ptr->hnext, vis); // save in an hnext list for updating later.
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ptr = vis;
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}
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for (j = 0; j < 8; j++) // spawn the 8 hitboxes on each side.
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{
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// right now we don't care if the objects are positionned properly.
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mobj_t *h = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_DLZ_SEASAW_HITBOX);
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h->extravalue1 = i; // keep track of which side we're on.
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h->tics = -1;
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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h->eflags |= MFE_VERTICALFLIP;
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h->flags2 |= MF2_OBJECTFLIP;
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}
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P_SetTarget(&h->target, mo);
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P_SetTarget(&ptrp->hprev, h); // save in an hprev list for updating later.
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ptrp = h;
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}
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}
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// update after spawning the objects so that they appear in the right spot when the map loads.
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Obj_DLZSeasawUpdate(mo, false);
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}
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static void Obj_DLZSeasawReset(mobj_t *mo)
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{
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mo->extravalue1 = (INT32)mo->angle;
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P_SetTarget(&mo->target, NULL);
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Obj_DLZSeasawUpdate(mo, false);
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}
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// main seasaw thinker.
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void Obj_DLZSeasawThink(mobj_t *mo)
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{
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boolean ghost = false;
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SINT8 rot = 1;
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fixed_t px, py;
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if (mo->target && !P_MobjWasRemoved(mo->target))
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{
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mobj_t *t = mo->target;
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player_t *p = t->player; // our target should always be a player, do NOT porceed if it isn't.
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if (!p) // untarget this instantly.
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{
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Obj_DLZSeasawReset(mo);
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return;
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}
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if (!mo->extravalue2)
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rot = -1;
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// first half of the animation...
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if (!p->seasawdir)
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{
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INT32 angleadd = ANG1*max(4, (mo->movefactor/3)/mapobjectscale) * rot;
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if (p->seasawangleadd > 175)
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angleadd /= max(1, (p->seasawangleadd - 160)/8);
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mo->extravalue1 += angleadd;
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p->seasawangle += angleadd;
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p->seasawangleadd += max(4, (mo->movefactor/3)/mapobjectscale);
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P_SetPlayerAngle(p, (angle_t)(p->seasawangle + ANGLE_90*rot));
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//t->angle = p->seasawangle + ANGLE_90*rot;
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p->seasawdist++;
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p->seasawdist = min(p->seasawdist, (160*mapobjectscale)/FRACUNIT);
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if (abs((angleadd)/ANG1 ) < 2) // if we get to 1, invert the rotation!
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{
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p->seasawdir = true;
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p->seasawangleadd = 0; // reset, we're gonna do a full 360!
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p->seasawmoreangle = p->seasawangleadd - 170;
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S_StartSound(t, sfx_s3k88);
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S_StartSound(t, sfx_s3ka2);
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}
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}
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else
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{
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INT32 angleadd = (mo->cvmem*2 +1)*(-rot);
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mo->cvmem++;
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p->seasawangleadd += abs(angleadd)/2; // for some reason i need to do this and i'm actually not sure why.
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mo->extravalue1 += angleadd*ANG1;
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p->seasawangle += angleadd*ANG1;
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P_SetPlayerAngle(p, (angle_t)(p->seasawangle - ANGLE_90*rot));
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ghost = true;
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if (p->seasawangleadd >= 340 + p->seasawmoreangle)
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{
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// reset everything and send the player zooming
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Obj_DLZSeasawReset(mo);
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P_SetPlayerAngle(p, mo->angle);
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P_MoveOrigin(t, t->x, t->y, t->z); // miscall that to set the position properly.
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P_InstaThrust(t, mo->angle, mo->movefactor*3); // send the player flying at triple the speed they came at us with.
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S_StartSound(t, sfx_cdfm62);
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K_SetTireGrease(p, 3*TICRATE);
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p->seasawangleadd = 0;
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p->seasawangle = 0;
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p->seasawmoreangle = 0;
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p->seasaw = false;
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Obj_DLZSeasawUpdate(mo, true);
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return;
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}
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}
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// update the player
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px = mo->x + p->seasawdist*FINECOSINE((angle_t)p->seasawangle>>ANGLETOFINESHIFT);
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py = mo->y + p->seasawdist*FINESINE((angle_t)p->seasawangle>>ANGLETOFINESHIFT);
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P_MoveOrigin(t, px, py, mo->z + mapobjectscale*8);
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}
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else
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Obj_DLZSeasawReset(mo);
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// finally, update the visuals.
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Obj_DLZSeasawUpdate(mo, ghost);
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}
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// ported just for convenience of not needing to rewrite the code to account for UINT32 angles...
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// the precision loss hardly matters whatsoever.
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static INT32 angtoint(angle_t a)
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{
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return a/ANG1;
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}
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// to use in mobjcollide and movemobjcollide just like the lua, woo.
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// mo is the player's mo, mo2 is the seasaw hitbox.
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void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2)
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{
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player_t *p = mo->player;
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INT32 momangle;
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boolean invert = false;
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// cooldown / respawning
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if (p->seasawcooldown || p->respawn.timer)
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return;
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// other wacko state that'd do very weird shit if we overwrote it.
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if (K_isPlayerInSpecialState(p))
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return;
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// another player is already using the seasar
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if (mo2->target && !P_MobjWasRemoved(mo2->target) && mo2->target->target && !P_MobjWasRemoved(mo2->target->target))
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return;
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// height checks
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if (mo->z + mo->height < mo2->z)
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return;
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if (mo->z > mo2->z + mo2->height)
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return;
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// too slow.
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if (p->speed < K_GetKartSpeed(p, false, false)/3)
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return;
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momangle = angtoint(R_PointToAngle2(0, 0, mo->momx, mo->momy));
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//CONS_Printf("%d / %d -> %d\n", momangle, angtoint(mo2->target->angle), (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180)));
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// this depends on the side we hit the thing from.
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if (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180) > 60)
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{
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mo2->target->angle += ANGLE_180;
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mo2->target->extravalue1 += ANGLE_180;
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invert = true;
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}
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mo2->target->movefactor = p->speed; // keep the speed the player was going at.
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mo2->target->extravalue2 = mo2->extravalue1; // which side of the pole are we on?
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// if inverted, then invert the value too.
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if (invert)
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mo2->target->extravalue2 = (!mo2->target->extravalue2) ? 1 : 0;
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P_SetTarget(&mo2->target->target, mo);
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mo2->target->cvmem = 0;
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// set player vars now:
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p->seasawdist = R_PointToDist2(mo->x, mo->y, mo2->target->x, mo2->target->y) /FRACUNIT; // distance from us to the center
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p->seasawangle = (INT32)R_PointToAngle2(mo2->target->x, mo2->target->y, mo->x, mo->y); // angle from the center to us
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p->seasawangleadd = 0;
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p->seasawdir = false;
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p->seasaw = true;
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p->pflags |= PF_STASIS;
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p->seasawcooldown = TICRATE/2;
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S_StartSound(mo, sfx_s3k88);
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}
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