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Battle: make sure Overtime lasers are visible during round end camera
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parent
418f2a14c4
commit
8f53d34325
3 changed files with 39 additions and 22 deletions
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@ -25,6 +25,7 @@
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#include "hu_stuff.h"
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#include "m_easing.h"
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#include "k_endcam.h"
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#include "p_tick.h"
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#define BARRIER_MIN_RADIUS (768 * mapobjectscale)
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@ -727,6 +728,36 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
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}
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}
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void K_SpawnOvertimeBarrier(void)
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{
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if (battleovertime.radius <= 0)
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{
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return;
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}
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const INT32 orbs = 32;
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const angle_t angoff = ANGLE_MAX / orbs;
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const UINT8 spriteSpacing = 128;
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fixed_t circumference = FixedMul(M_PI_FIXED, battleovertime.radius * 2);
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fixed_t scale = max(circumference / spriteSpacing / orbs, mapobjectscale);
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fixed_t size = FixedMul(mobjinfo[MT_OVERTIME_PARTICLE].radius, scale);
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fixed_t posOffset = max(battleovertime.radius - size, 0);
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INT32 i;
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for (i = 0; i < orbs; i++)
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{
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angle_t ang = (i * angoff) + FixedAngle((leveltime * FRACUNIT) / 4);
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fixed_t x = battleovertime.x + P_ReturnThrustX(NULL, ang, posOffset);
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fixed_t y = battleovertime.y + P_ReturnThrustY(NULL, ang, posOffset);
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K_SpawnOvertimeLaser(x, y, scale);
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}
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}
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void K_RunBattleOvertime(void)
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{
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if (battleovertime.enabled < 10*TICRATE)
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@ -784,29 +815,9 @@ void K_RunBattleOvertime(void)
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}
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}
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if (battleovertime.radius > 0)
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if (!P_LevelIsFrozen())
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{
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const INT32 orbs = 32;
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const angle_t angoff = ANGLE_MAX / orbs;
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const UINT8 spriteSpacing = 128;
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fixed_t circumference = FixedMul(M_PI_FIXED, battleovertime.radius * 2);
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fixed_t scale = max(circumference / spriteSpacing / orbs, mapobjectscale);
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fixed_t size = FixedMul(mobjinfo[MT_OVERTIME_PARTICLE].radius, scale);
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fixed_t posOffset = max(battleovertime.radius - size, 0);
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INT32 i;
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for (i = 0; i < orbs; i++)
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{
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angle_t ang = (i * angoff) + FixedAngle((leveltime * FRACUNIT) / 4);
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fixed_t x = battleovertime.x + P_ReturnThrustX(NULL, ang, posOffset);
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fixed_t y = battleovertime.y + P_ReturnThrustY(NULL, ang, posOffset);
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K_SpawnOvertimeLaser(x, y, scale);
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}
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K_SpawnOvertimeBarrier();
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}
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}
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@ -45,6 +45,7 @@ mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 f
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void K_DropEmeraldsFromPlayer(player_t *player, UINT32 emeraldType);
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UINT8 K_NumEmeralds(player_t *player);
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void K_RunPaperItemSpawners(void);
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void K_SpawnOvertimeBarrier(void);
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void K_RunBattleOvertime(void);
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void K_SetupMovingCapsule(mapthing_t *mt, mobj_t *mobj);
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void K_SpawnPlayerBattleBumpers(player_t *p);
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@ -15,6 +15,7 @@
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#include "doomdef.h"
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#include "doomtype.h"
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#include "g_game.h"
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#include "k_battle.h"
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#include "k_endcam.h"
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#include "m_easing.h"
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#include "p_local.h"
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@ -168,6 +169,10 @@ EndCam& endcam_cast()
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void K_CommitEndCamera(void)
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{
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// Level will be frozen, so make sure the lasers are
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// spawned before that happens.
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K_SpawnOvertimeBarrier();
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endcam_cast().Start();
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}
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