Scale bumper size to combo length when hit

This commit is contained in:
AJ Martinez 2024-02-10 15:16:48 -07:00
parent 18ee3ad73d
commit b55d236733
2 changed files with 4 additions and 2 deletions

View file

@ -41,7 +41,7 @@ Make sure this matches the actual number of states
#define MAXCOMBOFLOAT (mapobjectscale*10)
#define MINCOMBOTHRUST (mapobjectscale*2)
#define MINCOMBOFLOAT (mapobjectscale*1)
#define MAXCOMBOTIME (TICRATE*10)
#define MAXCOMBOTIME (TICRATE*6)
#define FLAMESHIELD_MAX (120)

View file

@ -6238,7 +6238,9 @@ static void P_MobjSceneryThink(mobj_t *mobj)
if (mobj->target->player->bumperinflate)
{
mobj->frame |= FF_INVERT;
P_SetScale(mobj, mobj->target->scale + (mobj->target->scale * 3 * mobj->target->player->bumperinflate / 4));
// This line sucks. Scale to player, plus up to 1.5x their size based on how long the combo you're in is.
P_SetScale(mobj, mobj->target->scale + (mobj->target->player->progressivethrust * 3 * mobj->target->scale / 2 / MAXCOMBOTIME));
}
else
{