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https://github.com/KartKrewDev/RingRacers.git
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Use old multiply effect for fast missile shots
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parent
ee55215929
commit
ac41a0a563
1 changed files with 16 additions and 1 deletions
17
src/k_kart.c
17
src/k_kart.c
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@ -4567,6 +4567,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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{
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mobj_t *th;
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fixed_t x, y, z;
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fixed_t topspeed = K_GetKartSpeed(source->player, false, false);
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fixed_t finalspeed = speed;
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fixed_t finalscale = mapobjectscale;
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mobj_t *throwmo;
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@ -4574,6 +4575,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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if (source->player != NULL)
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{
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const angle_t delta = AngleDelta(source->angle, an);
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// Correct for angle difference when applying missile speed boosts. (Don't boost backshots!)
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const fixed_t deltaFactor = FixedDiv(AngleFixed(ANGLE_180 - delta), 180 * FRACUNIT);
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if (source->player->itemscale == ITEMSCALE_SHRINK)
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@ -4582,7 +4584,20 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
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speed = finalspeed = FixedMul(speed, SHRINK_PHYSICS_SCALE);
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}
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// Add player speed on top, multiplied based on angle diff... i.e: don't do this for firing backward :V
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if (source->player->speed > topspeed)
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{
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// Multiply speed to be proportional to your own, boosted maxspeed.
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// (Dramatic "railgun" effect when fast players fire missiles.)
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finalspeed = max(speed, FixedMul(
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speed,
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FixedMul(
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FixedDiv(source->player->speed, topspeed),
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deltaFactor
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)
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));
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}
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// ...and add player speed on top, to make sure you're never traveling faster than an item you throw.
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finalspeed += FixedMul(source->player->speed, deltaFactor);
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finalscale = K_ItemScaleForPlayer(source->player);
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