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K_SetHitlagForObjects, sets hitlag based on speed
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0db881d058
commit
a8908d22cf
4 changed files with 104 additions and 20 deletions
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@ -41,15 +41,14 @@ boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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{
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// Melt item
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S_StartSound(t2, sfx_s3k43);
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t2->hitlag += 3;
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}
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else
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{
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// Player Damage
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K_SetHitLagForObjects(t1, t2, 10);
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P_DamageMobj(t2, t1, t1->target, 1);
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K_KartBouncing(t2, t1, false, false);
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S_StartSound(t2, sfx_s3k7b);
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t2->hitlag += 10;
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}
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damageitem = true;
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@ -60,8 +59,7 @@ boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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|| t2->type == MT_BALLHOG)
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{
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// Other Item Damage
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t2->hitlag += 10;
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K_SetHitLagForObjects(t1, t2, 10);
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1);
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@ -74,6 +72,7 @@ boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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}
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else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE)
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{
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K_SetHitLagForObjects(t1, t2, 10);
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damageitem = true;
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// Bomb death
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P_KillMobj(t2, t1, t1);
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@ -85,17 +84,15 @@ boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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K_SetHitLagForObjects(t1, t2, 10);
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// Shootable damage
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P_DamageMobj(t2, t2, t1->target, 1);
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t2->hitlag += 10;
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damageitem = true;
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}
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if (damageitem)
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{
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// This Item Damage
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t1->hitlag += 10;
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S_StartSound(t1, t1->info->deathsound);
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P_KillMobj(t1, t2, t2);
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@ -141,13 +138,12 @@ boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
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{
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// Melt item
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S_StartSound(t2, sfx_s3k43);
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t2->hitlag += 3;
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}
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else
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{
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// Player Damage
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K_SetHitLagForObjects(t1, t2, 2);
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K_SpinPlayer(t2->player, t1->target, 0, t1, (t1->type == MT_BANANA || t1->type == MT_BANANA_SHIELD));
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t2->hitlag += 5;
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}
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damageitem = true;
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@ -158,7 +154,7 @@ boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
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|| t2->type == MT_BALLHOG)
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{
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// Other Item Damage
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t2->hitlag += 10;
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K_SetHitLagForObjects(t1, t2, 10);
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1);
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@ -173,15 +169,15 @@ boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Shootable damage
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K_SetHitLagForObjects(t1, t2, 10);
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P_DamageMobj(t2, t2, t1->target, 1);
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t2->hitlag += 10;
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damageitem = true;
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}
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if (damageitem)
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{
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// This Item Damage
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t1->hitlag += 10;
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K_SetHitLagForObjects(t1, t2, 10);
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S_StartSound(t1, t1->info->deathsound);
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P_KillMobj(t1, t2, t2);
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@ -283,19 +279,25 @@ boolean K_MineCollide(mobj_t *t1, mobj_t *t2)
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// Bomb punting
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if ((t1->state >= &states[S_SSMINE1] && t1->state <= &states[S_SSMINE4])
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|| (t1->state >= &states[S_SSMINE_DEPLOY8] && t1->state <= &states[S_SSMINE_DEPLOY13]))
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{
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K_SetHitLagForObjects(t1, t2, 10);
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P_KillMobj(t1, t2, t2);
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}
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else
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{
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K_SetHitLagForObjects(t1, t2, 2);
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K_PuntMine(t1, t2);
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}
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}
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else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD
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|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD)
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{
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K_SetHitLagForObjects(t1, t2, 10);
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// Bomb death
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P_KillMobj(t1, t2, t2);
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// Other Item Damage
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t2->hitlag += 10;
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S_StartSound(t2, t2->info->deathsound);
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P_KillMobj(t2, t1, t1);
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@ -304,6 +306,7 @@ boolean K_MineCollide(mobj_t *t1, mobj_t *t2)
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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K_SetHitLagForObjects(t1, t2, 10);
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// Bomb death
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P_KillMobj(t1, t2, t2);
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// Shootable damage
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@ -322,18 +325,19 @@ boolean K_MineExplosionCollide(mobj_t *t1, mobj_t *t2)
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if (t1->state == &states[S_MINEEXPLOSION1])
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{
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K_SetHitLagForObjects(t1, t2, 10);
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K_ExplodePlayer(t2->player, t1->target, t1);
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t2->hitlag += 10;
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}
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else
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{
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K_SetHitLagForObjects(t1, t2, 2);
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K_SpinPlayer(t2->player, t1->target, 0, t1, false);
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t2->hitlag += 5;
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}
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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// Shootable damage
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K_SetHitLagForObjects(t1, t2, 10);
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P_DamageMobj(t2, t2, t1->target, 1);
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}
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@ -350,23 +354,24 @@ boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2)
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if (t2->player->powers[pw_flashing] > 0 && t2->hitlag == 0)
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return true;
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K_SetHitLagForObjects(t1, t2, 10);
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S_StartSound(NULL, sfx_bsnipe); // let all players hear it.
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HU_SetCEchoFlags(0);
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HU_SetCEchoDuration(5);
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HU_DoCEcho(va("%s\\was hit by a kitchen sink.\\\\\\\\", player_names[t2->player-players]));
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I_OutputMsg("%s was hit by a kitchen sink.\n", player_names[t2->player-players]);
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P_DamageMobj(t2, t1, t1->target, 10000);
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P_KillMobj(t1, t2, t2);
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t1->hitlag += 10;
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t2->hitlag += 10;
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}
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else if (t2->flags & MF_SHOOTABLE)
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{
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K_SetHitLagForObjects(t1, t2, 10);
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// Shootable damage
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P_KillMobj(t2, t2, t1->target);
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t2->hitlag += 10;
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// This Item Damage
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t1->hitlag += 10;
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P_KillMobj(t1, t2, t2);
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}
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59
src/k_kart.c
59
src/k_kart.c
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@ -2343,6 +2343,65 @@ fixed_t K_3dKartMovement(player_t *player, boolean onground)
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return finalspeed;
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}
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angle_t K_MomentumAngle(mobj_t *mo)
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{
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if (mo->momx || mo->momy)
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{
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return R_PointToAngle2(0, 0, mo->momx, mo->momy);
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}
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else
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{
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return mo->angle; // default to facing angle, rather than 0
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}
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}
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void K_SetHitLagForObjects(mobj_t *mo1, mobj_t *mo2, INT32 tics)
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{
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const fixed_t ticaddfactor = mapobjectscale * 4;
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const fixed_t mo1speed = P_AproxDistance(P_AproxDistance(mo1->momx, mo1->momy), mo1->momz);
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const fixed_t mo2speed = P_AproxDistance(P_AproxDistance(mo2->momx, mo2->momy), mo2->momz);
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const fixed_t speeddiff = abs(mo1speed - mo2speed);
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//const angle_t mo1angle = K_MomentumAngle(mo1);
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//const angle_t mo2angle = K_MomentumAngle(mo2);
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//angle_t anglediff = mo1angle - mo2angle;
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fixed_t anglemul = FRACUNIT;
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INT32 tics1 = tics;
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INT32 tics2 = tics;
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//if (anglediff > ANGLE_180)
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//{
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//anglediff = InvAngle(anglediff);
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//}
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//anglemul = FRACUNIT/2 + (FixedAngle(ANGLE_180 - anglediff) / 90); // x0.5 at 0, x1.5 at 90, x2.5 at 180
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tics1 += FixedMul(speeddiff, anglemul) / ticaddfactor; // FixedMul(ticaddfactor, max(1, FRACUNIT + (mo2->scale - mo1->scale)));
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tics2 += FixedMul(speeddiff, anglemul) / ticaddfactor;
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if (mo1->player && !mo2->player)
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{
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if (mo1->player->powers[pw_flashing] > 0
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|| mo1->player->kartstuff[k_invincibilitytimer] > 0
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|| mo1->player->kartstuff[k_growshrinktimer] > 0)
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tics1 = 0;
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}
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if (mo2->player && !mo1->player)
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{
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if (mo2->player->powers[pw_flashing] > 0
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|| mo2->player->kartstuff[k_invincibilitytimer] > 0
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|| mo2->player->kartstuff[k_growshrinktimer] > 0)
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tics2 = 0;
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}
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mo1->hitlag += tics1;
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mo2->hitlag += tics2;
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}
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void K_DoInstashield(player_t *player)
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{
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mobj_t *layera;
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@ -37,6 +37,8 @@ void K_KartMoveAnimation(player_t *player);
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void K_KartPlayerHUDUpdate(player_t *player);
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void K_KartPlayerThink(player_t *player, ticcmd_t *cmd);
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void K_KartPlayerAfterThink(player_t *player);
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angle_t K_MomentumAngle(mobj_t *mo);
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void K_SetHitLagForObjects(mobj_t *mo1, mobj_t *mo2, INT32 tics);
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void K_DoInstashield(player_t *player);
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void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem);
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void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor);
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18
src/p_map.c
18
src/p_map.c
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@ -1306,19 +1306,37 @@ static boolean PIT_CheckThing(mobj_t *thing)
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&& !(thing->z + thing->height < tmthing->z || thing->z > tmthing->z + tmthing->height))
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{
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if (tmthing->scale > thing->scale + (mapobjectscale/8)) // SRB2kart - Handle squishes first!
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{
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K_SetHitLagForObjects(tmthing, thing, 10);
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K_SquishPlayer(thing->player, tmthing, tmthing);
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}
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else if (thing->scale > tmthing->scale + (mapobjectscale/8))
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{
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K_SetHitLagForObjects(thing, tmthing, 10);
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K_SquishPlayer(tmthing->player, thing, tmthing);
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}
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else if (tmthing->player->kartstuff[k_invincibilitytimer] && !thing->player->kartstuff[k_invincibilitytimer]) // SRB2kart - Then invincibility!
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{
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K_SetHitLagForObjects(tmthing, thing, 10);
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P_DamageMobj(thing, tmthing, tmthing, 1);
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}
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else if (thing->player->kartstuff[k_invincibilitytimer] && !tmthing->player->kartstuff[k_invincibilitytimer])
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{
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K_SetHitLagForObjects(thing, tmthing, 10);
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P_DamageMobj(tmthing, thing, thing, 1);
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}
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else if ((tmthing->player->kartstuff[k_flamedash] && tmthing->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD)
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&& !(thing->player->kartstuff[k_flamedash] && thing->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD)) // SRB2kart - Then flame shield!
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{
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K_SetHitLagForObjects(tmthing, thing, 10);
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P_DamageMobj(thing, tmthing, tmthing, 1);
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}
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else if ((thing->player->kartstuff[k_flamedash] && thing->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD)
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&& !(tmthing->player->kartstuff[k_flamedash] && tmthing->player->kartstuff[k_itemtype] == KITEM_FLAMESHIELD)) // SRB2kart - Then flame shield!
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{
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K_SetHitLagForObjects(tmthing, thing, 10);
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P_DamageMobj(tmthing, thing, thing, 1);
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}
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/*if (G_BattleGametype() && (!G_GametypeHasTeams() || tmthing->player->ctfteam != thing->player->ctfteam))
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{
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