Use old multiply effect for fast missile shots

This commit is contained in:
AJ Martinez 2023-04-07 16:16:45 -07:00
parent ee55215929
commit ac41a0a563

View file

@ -4567,6 +4567,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
{
mobj_t *th;
fixed_t x, y, z;
fixed_t topspeed = K_GetKartSpeed(source->player, false, false);
fixed_t finalspeed = speed;
fixed_t finalscale = mapobjectscale;
mobj_t *throwmo;
@ -4574,6 +4575,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
if (source->player != NULL)
{
const angle_t delta = AngleDelta(source->angle, an);
// Correct for angle difference when applying missile speed boosts. (Don't boost backshots!)
const fixed_t deltaFactor = FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT);
if (source->player->itemscale == ITEMSCALE_SHRINK)
@ -4582,7 +4584,20 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE);
}
// Add player speed on top, multiplied based on angle diff... i.e: don't do this for firing backward :V
if (source->player->speed > topspeed)
{
// Multiply speed to be proportional to your own, boosted maxspeed.
// (Dramatic "railgun" effect when fast players fire missiles.)
finalspeed = max(speed, FixedMul(
speed,
FixedMul(
FixedDiv(source->player->speed, topspeed),
deltaFactor
)
));
}
// ...and add player speed on top, to make sure you're never traveling faster than an item you throw.
finalspeed += FixedMul(source->player->speed, deltaFactor);
finalscale = K_ItemScaleForPlayer(source->player);