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https://github.com/KartKrewDev/RingRacers.git
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More drafting tweaks
- Drafting dust now only shows up when you reach maximum draft power. This should illustrate how the mechanic works more clearly. - Drafting power increase per tic has been rebalanced. Tails now takes around 2 seconds to reach maximum power (nerfed from 0.5 seconds), and Metal now takes around 6 seconds to reach maximum power (buffed from 12 seconds) - Drafting leniency period is now dependent on weight -- characters who can't control their line as much have a bit more leniency to get back into the drafting area. - Drafting dust now shows up during drifts. - Added a sound cue when reaching maximum draft power. - Removed the draft ambient sound.
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c6e622af79
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4 changed files with 111 additions and 64 deletions
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@ -7974,6 +7974,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_KARMAFIREWORK",
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"MT_RINGSPARKS",
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"MT_DRAFTDUST",
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#ifdef SEENAMES
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"MT_NAMECHECK",
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27
src/info.c
27
src/info.c
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@ -20122,6 +20122,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_DRAFTDUST
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-1, // doomednum
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S_DRAFTDUST1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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8<<FRACBITS, // radius
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16<<FRACBITS, // height
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1, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_DONTENCOREMAP, // flags
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S_NULL // raisestate
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},
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// ============================================================================================================================//
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#ifdef SEENAMES
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@ -4900,6 +4900,7 @@ typedef enum mobj_type
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MT_KARMAFIREWORK,
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MT_RINGSPARKS,
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MT_DRAFTDUST,
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#ifdef SEENAMES
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MT_NAMECHECK,
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64
src/k_kart.c
64
src/k_kart.c
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@ -1673,12 +1673,9 @@ static void K_UpdateDraft(player_t *player)
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{
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fixed_t topspd = K_GetKartSpeed(player, false);
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fixed_t draftdistance;
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UINT8 leniency = (TICRATE/4);
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UINT8 i;
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// Not enough speed to draft.
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if (player->speed < 20*player->mo->scale)
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return;
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// Distance you have to be to draft. If you're still accelerating, then this distance is lessened.
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// This distance biases toward low weight! (min weight gets 3584 units, max weight gets 2560 units)
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// This distance is also scaled based on game speed.
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@ -1687,23 +1684,35 @@ static void K_UpdateDraft(player_t *player)
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draftdistance = FixedMul(draftdistance, FixedDiv(player->speed, topspd));
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draftdistance = FixedMul(draftdistance, K_GetKartGameSpeedScalar(gamespeed));
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// On the contrary, the leniency period biases toward high weight.
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leniency += (player->kartweight-1) * (TICRATE/5);
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// Not enough speed to draft.
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if (player->speed >= 20*player->mo->scale)
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{
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//#define EASYDRAFTTEST
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// Let's hunt for players to draft off of!
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for (i = 0; i < MAXPLAYERS; i++)
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{
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fixed_t dist;
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fixed_t dist, olddraft;
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#ifndef EASYDRAFTTEST
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angle_t yourangle, theirangle, diff;
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#endif
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if (!playeringame[i] || players[i].spectator || !players[i].mo)
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continue;
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#ifndef EASYDRAFTTEST
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// Don't draft on yourself :V
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if (&players[i] == player)
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continue;
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#endif
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// Not enough speed to draft off of.
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if (players[i].speed < 20*players[i].mo->scale)
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continue;
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#ifndef EASYDRAFTTEST
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yourangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
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theirangle = R_PointToAngle2(0, 0, players[i].mo->momx, players[i].mo->momy);
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@ -1722,9 +1731,11 @@ static void K_UpdateDraft(player_t *player)
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// Not moving in the same direction.
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if (diff > ANGLE_90)
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continue;
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#endif
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dist = P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x, players[i].mo->y - player->mo->y), players[i].mo->z - player->mo->z);
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#ifndef EASYDRAFTTEST
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// TOO close to draft.
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if (dist < FixedMul(RING_DIST>>1, player->mo->scale))
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continue;
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@ -1732,23 +1743,31 @@ static void K_UpdateDraft(player_t *player)
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// Not close enough to draft.
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if (dist > draftdistance)
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continue;
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#endif
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player->kartstuff[k_draftleeway] = TICRATE;
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olddraft = player->kartstuff[k_draftpower];
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player->kartstuff[k_draftleeway] = (player->kartstuff[k_draftpower] * (2*TICRATE)) / FRACUNIT;
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player->kartstuff[k_lastdraft] = i;
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// Draft power is used later in K_GetKartBoostPower, ranging from 0 for normal speed and FRACUNIT for max draft speed.
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// How much this increments every tic biases toward acceleration! (min speed gets 6.25% per tic, max speed gets 0.25% per tic)
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// How much this increments every tic biases toward acceleration! (min speed gets 1.5% per tic, max speed gets 0.5% per tic)
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if (player->kartstuff[k_draftpower] < FRACUNIT)
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player->kartstuff[k_draftpower] += (FRACUNIT/400) + ((9 - player->kartspeed) * (FRACUNIT/400));
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player->kartstuff[k_draftpower] += (FRACUNIT/200) + ((9 - player->kartspeed) * ((3*FRACUNIT)/1600));
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if (player->kartstuff[k_draftpower] > FRACUNIT)
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player->kartstuff[k_draftpower] = FRACUNIT;
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// Play draft finish noise
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if (olddraft < FRACUNIT && player->kartstuff[k_draftpower] >= FRACUNIT)
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S_StartSound(player->mo, sfx_cdfm62);
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// Spawn in the visual!
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K_DrawDraftCombiring(player, &players[i], dist, draftdistance, false);
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return; // Finished doing our draft.
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}
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}
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// No one to draft off of? Then you can knock that off.
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if (player->kartstuff[k_draftleeway]) // Prevent small disruptions from stopping your draft.
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@ -2239,8 +2258,8 @@ static void K_GetKartBoostPower(player_t *player)
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if (player->kartstuff[k_draftpower] > 0) // Drafting
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{
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speedboost += (player->kartstuff[k_draftpower]) / 3; // + 0-33.3% top speed
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accelboost += (FRACUNIT/3); // + 33.3% acceleration
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speedboost += (player->kartstuff[k_draftpower]) / 3; // + 0 to 33.3% top speed
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//accelboost += (FRACUNIT / 3); // + 33.3% acceleration
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numboosts++; // (Drafting suffers no boost stack penalty!)
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}
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@ -3408,20 +3427,19 @@ void K_SpawnDraftDust(mobj_t *mo)
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if (mo->player->kartstuff[k_drift] != 0)
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{
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#if 1
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break; // broken.
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#endif
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drifting = true;
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ang += (mo->player->kartstuff[k_drift] * (ANGLE_270 / 5)); // -112 doesn't work. I fucking HATE SRB2 angles
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ang += (mo->player->kartstuff[k_drift] * ((ANGLE_270 + ANGLE_22h) / 5)); // -112.5 doesn't work. I fucking HATE SRB2 angles
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if (mo->player->kartstuff[k_drift] < 0)
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sign = 1;
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else
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sign = -1;
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}
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foff = (TICRATE - mo->player->kartstuff[k_draftleeway]) / 8;
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foff = ((2*TICRATE) - mo->player->kartstuff[k_draftleeway]) / 8;
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// this shouldn't happen
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if (foff > 4)
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foff = 4; // this shouldn't happen
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foff = 4;
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}
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else
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ang = mo->angle;
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@ -3438,19 +3456,19 @@ void K_SpawnDraftDust(mobj_t *mo)
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dust = P_SpawnMobj(mo->x + FixedMul(24*mo->scale, FINECOSINE(aoff>>ANGLETOFINESHIFT)),
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mo->y + FixedMul(24*mo->scale, FINESINE(aoff>>ANGLETOFINESHIFT)),
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mo->z, MT_THOK);
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mo->z, MT_DRAFTDUST);
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P_SetMobjState(dust, S_DRAFTDUST1 + foff);
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if (leveltime & 1)
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dust->tics++; // "randomize" animation
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P_SetTarget(&dust->target, mo);
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dust->angle = ang - (ANGLE_90 * sign); // point completely perpendicular from the player
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dust->destscale = mo->scale;
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P_SetScale(dust, mo->scale);
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K_FlipFromObject(dust, mo);
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if (leveltime & 1)
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dust->tics++; // "randomize" animation
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dust->momx = (4*mo->momx)/5;
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dust->momy = (4*mo->momy)/5;
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//dust->momz = (4*mo->momz)/5;
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@ -4959,11 +4977,11 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
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}
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// Draft dust
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if (player->kartstuff[k_draftpower] > 0)
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if (player->kartstuff[k_draftpower] >= FRACUNIT)
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{
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K_SpawnDraftDust(player->mo);
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if (leveltime % 23 == 0 || !S_SoundPlaying(player->mo, sfx_s265))
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S_StartSound(player->mo, sfx_s265);
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/*if (leveltime % 23 == 0 || !S_SoundPlaying(player->mo, sfx_s265))
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S_StartSound(player->mo, sfx_s265);*/
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}
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}
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}
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