diff --git a/src/k_kart.c b/src/k_kart.c index 48f1afaa8..1f4744937 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -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);