From b55d2367339f12c62512408930dab9458a06edd0 Mon Sep 17 00:00:00 2001 From: AJ Martinez Date: Sat, 10 Feb 2024 15:16:48 -0700 Subject: [PATCH] Scale bumper size to combo length when hit --- src/k_kart.h | 2 +- src/p_mobj.c | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/src/k_kart.h b/src/k_kart.h index c7da3eca8..a4be3bdc4 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -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) diff --git a/src/p_mobj.c b/src/p_mobj.c index 2ef4eecfb..329378f70 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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 {