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https://github.com/KartKrewDev/RingRacers.git
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S3K Shields: remove splitscreen-dependent mobj position behaviour
Was especially egregrious for bubble shield, which literally has a hitbox and could've caused live desync.
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parent
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commit
a134465e65
1 changed files with 3 additions and 73 deletions
76
src/p_mobj.c
76
src/p_mobj.c
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@ -8085,7 +8085,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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case MT_LIGHTNINGSHIELD:
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{
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fixed_t destx, desty;
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if (!mobj->target || !mobj->target->health || !mobj->target->player
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|| mobj->target->player->curshield != KSHIELD_LIGHTNING)
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{
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@ -8094,36 +8093,11 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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P_SetScale(mobj, (mobj->destscale = (5*mobj->target->scale)>>2));
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if (!r_splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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statenum_t curstate = ((mobj->tics == 1) ? (mobj->state->nextstate) : ((statenum_t)(mobj->state-states)));
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if (players[displayplayers[0]].awayview.tics)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].awayview.mobj->x, players[displayplayers[0]].awayview.mobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, camera[0].x, camera[0].y);
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if (curstate > S_LIGHTNINGSHIELD15 && curstate <= S_LIGHTNINGSHIELD24)
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viewingangle += ANGLE_180;
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destx = mobj->target->x + P_ReturnThrustX(mobj->target, viewingangle, mobj->scale>>4);
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desty = mobj->target->y + P_ReturnThrustY(mobj->target, viewingangle, mobj->scale>>4);
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}
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else
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{
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destx = mobj->target->x;
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desty = mobj->target->y;
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}
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P_MoveOrigin(mobj, destx, desty, mobj->target->z);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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break;
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}
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case MT_BUBBLESHIELD:
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{
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fixed_t destx, desty;
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fixed_t scale;
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statenum_t curstate;
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@ -8226,34 +8200,13 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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mobj->extravalue2 = mobj->target->player->bubbleblowup;
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P_SetScale(mobj, (mobj->destscale = scale));
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if (!splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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if (players[displayplayers[0]].awayview.tics)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].awayview.mobj->x, players[displayplayers[0]].awayview.mobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, camera[0].x, camera[0].y);
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destx = mobj->target->x + P_ReturnThrustX(mobj->target, viewingangle, mobj->scale>>4);
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desty = mobj->target->y + P_ReturnThrustY(mobj->target, viewingangle, mobj->scale>>4);
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}
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else
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{
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destx = mobj->target->x;
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desty = mobj->target->y;
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}
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mobj->flags &= ~(MF_NOCLIPTHING);
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P_MoveOrigin(mobj, destx, desty, mobj->target->z);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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mobj->flags |= MF_NOCLIPTHING;
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break;
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}
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case MT_FLAMESHIELD:
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{
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fixed_t destx, desty;
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statenum_t curstate;
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statenum_t underlayst = S_NULL;
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INT32 flamemax = 0;
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@ -8333,30 +8286,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
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}
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}
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if (!splitscreen /*&& rendermode != render_soft*/)
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{
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angle_t viewingangle;
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if (players[displayplayers[0]].awayview.tics)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].awayview.mobj->x, players[displayplayers[0]].awayview.mobj->y);
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else if (!camera[0].chase && players[displayplayers[0]].mo)
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
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else
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viewingangle = R_PointToAngle2(mobj->target->x, mobj->target->y, camera[0].x, camera[0].y);
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if (curstate >= S_FLAMESHIELD1 && curstate < S_FLAMESHIELDDASH1 && ((curstate-S_FLAMESHIELD1) & 1))
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viewingangle += ANGLE_180;
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destx = mobj->target->x + P_ReturnThrustX(mobj->target, viewingangle, mobj->scale>>4);
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desty = mobj->target->y + P_ReturnThrustY(mobj->target, viewingangle, mobj->scale>>4);
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}
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else
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{
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destx = mobj->target->x;
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desty = mobj->target->y;
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}
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P_MoveOrigin(mobj, destx, desty, mobj->target->z);
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P_MoveOrigin(mobj, mobj->target->x, mobj->target->y, mobj->target->z);
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mobj->angle = K_MomentumAngle(mobj->target);
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if (underlayst != S_NULL)
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